Table 3.
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | |
---|---|---|---|---|---|---|---|---|---|
Demographics | |||||||||
1. Anxiety at pretest | |||||||||
2. Age | .25 | ||||||||
3. Sex | - .22 | .01 | |||||||
Engaged in-game play behaviours | |||||||||
4. Mindlight - total | .12 | - .04 | - .08 | ||||||
5. Exploration | - .03 | .01 | .08 | .32* | |||||
6. Fear attempt | - .14 | .01 | .12 | - .02 | - .42** | ||||
7. Defeat | .15 | - .05 | .02 | .18 | .05 | .03 | |||
Avoidant/safety in-game play behaviours | |||||||||
8. Mindlight - none | .11 | .03 | - .10 | - .29a | - .14 | - .28b | - .05 | ||
9. Ceiling light attempt | .13 | .06 | .21 | - .32* | - .46** | .01 | .27c | .10 | |
10. Inside chest | .18 | - .15 | .06 | - .08 | - .54*** | - .03 | - .14 | .07 | .16 |
Note. * p < .05, ** p < .01, *** p < .001, a p = .067, b p = .070, c p = .090. n = 42. All in-game play behaviours are proportions, except for ‘defeat’ and ‘ceiling light attempt’ which are frequencies. Sex was coded as 0 for girls and 1 for boys. Partial correlations testing age and sex as potential suppressor variables showed similar results