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. 2019 May 31;2(5):e194319. doi: 10.1001/jamanetworkopen.2019.4319

Table 2. Comparison of Participants’ Ratings of Video Games in the 3 Video Game Conditions.

Assessment Mean (SE) P Valuea
Nonviolent (n = 70) Sword Violence (n = 74) Gun Violence (n = 76)
Played the game before, No. (%) 64 (91.4) 67 (90.5) 69 (90.8) .98b
Seen another play the game before, No. (%) 67 (95.7) 68 (91.9) 70 (92.1) .60b
I am familiar with the gamec 2.90 (0.17) 2.82 (0.15) 2.89 (0.13) .92
I liked the gamec 2.73 (0.16) 2.57 (0.13) 2.46 (0.15) .43
The game was excitingc 2.17 (0.15) 2.18 (0.13) 2.07 (0.15) .82
The game was boringc 2.96 (0.13) 2.99 (0.11) 2.79 (0.15) .51
The game was func 2.51 (0.16) 2.42 (0.14) 2.32 (0.15) .64
I was part of the actionc 1.94 (0.15) 1.85 (0.15) 1.78 (0.17) .76
The game was violentc 0.47 (0.10) 1.22 (0.13) 1.50 (0.13) <.001d
I want to play more of the gamec 2.49 (0.18) 2.23 (0.18) 2.17 (0.16) .39
A friend would want to play morec 2.14 (0.16) 2.29 (0.16) 2.45 (0.15) .39e
No. of chests openedf 29.71 (2.52) 17.94 (1.81) 15.87 (1.55) <.001g
No. of monsters killedf NA 4.97 (0.78) 4.53 (0.78) .69h

Abbreviation: NA, not applicable.

a

P values are based on Fisher exact test for count data or 1-way analysis of variance with 2 df in the numerator and 217 df in the denominator. bP value calculated with a χ2 test.

c

Range, 0 to 4, with 0 indicating not at all and 4, very much.

d

Fisher least significant difference test found that the sword and gun violence conditions were significantly more violent than the nonviolent condition but were not significantly different from each other.

e

Based on 1-way analysis of variance with 6 df in the numerator and 216 df in the denominator because of missing values.

f

Only half of the participants played the game, so for these values, n = 35 for the nonviolent condition, n = 37 for the sword violence condition, and n = 38 for the gun violence condition.

g

Fisher least significant difference test based on 2 df in the numerator and 105 df in the denominator found that significantly more chests were opened in the nonviolent condition than in the other 2 conditions.

h

Based on a 2-tailed t test with 1 df in the numerator and 72 df in the denominator because only two-thirds of the players were able to kill monsters.