Table 4.
Last play-session | 1 | 2 | 3 | 4 | 5 | 6 | 7 |
---|---|---|---|---|---|---|---|
First play-session | |||||||
Engaged in-game play behaviours | |||||||
1. Mindlight - total | .05 | .09 | .01 | .04 | - .09 | .04 | .12 |
2. Exploration | - .22 | .25 | - .36* | - .07 | - .09 | .13 | - .13 |
3. Fear attempt | .10 | - .20 | .17 | .03 | .06 | .02 | .12 |
4. Defeat | - .15 | .15 | .06 | .12 | .03 | .03 | - .19 |
Avoidant/safety in-game play behaviours | |||||||
5. Mindlight - none | .09 | .11 | - .06 | .16 | - .17 | .12 | - .13 |
6. Ceiling light attempt | - .05 | - .05 | - .14 | .03 | .18 | - .07 | .01 |
7. Inside chest | .20 | - .07 | .30a | .01 | - .11 | - .24 | .18 |
Note. * p < .05, ** p < .01, *** p < .001, a p = .051, n = 42. All in-game play behaviours are proportions, except for ‘defeat’ and ‘ceiling light attempt’ which are frequencies. Partial correlations testing age and sex as potential suppressor variables showed similar results