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. 2018 Oct 26;6(4):e17. doi: 10.2196/games.9886

Table 1.

Baseline variables.

Characteristics Total participants (N=156) Gamea (n=51) Control Da (n=50) Control Aa (n=55)
Age in yearsb, median (IQRc) 20 (20-21) 21 (20-21) 20 (20-21) 21 (20-21)
Femaled, n (%) 117 (75.0) 37 (72.5) 40 (80.0) 40 (72.7)
Experience older patientsd, n (%) 118 (75.6) 36 (70.6) 38 (76.0) 44 (80.0)
Experience delirious patientsd, n (%) 48 (30.8) 17 (33.3) 15 (30.0) 17 (30.9)
Learning communityd, n (%)

Global health 45 (28.8) 19 (37.3) 15 (30.0) 12 (21.8)

Molecular medicine 39 (25.0) 11 (21.6) 14 (28.0) 14 (25.5)

Sustainable care 31 (19.9) 11 (21.6) 7 (14.0) 11 (20.0)

Intramural care 40 (25.6) 10 (19.6) 14 (28.0) 18 (32.7)
Attended lecture, n (%) 129 (82.7) 44 (86.0) 43 (86.0) 43 (78.2)
Self-reported knowledge on delirium (0-10)b, median (IQR) 5 (4-6) 5 (4-6) 5 (4-6) 5 (4-6)

aGame: Delirium Experience; Control D: video on delirium with a patient experience video; Control A: video on healthy aging.

bData compared using Kruskal-Wallis test, P>.05.

cIQR: interquartile range.

dData compared using chi-square test, P>.05.