Table 6.
A summary of the gaming attitudes of the participants (n=88).
| Categories | Minimum score | Median score | Mode | Maximum score | Mean (SD) | Mean of standard score in %a (rank) | |||||||
| Social playing | |||||||||||||
|
|
Story | 21 | 38 | 37 | 50 | 37.81 (6.33) | 54 (3) | ||||||
|
|
Social interaction | 6 | 19 | 20 | 30 | 18.55 (4.78) | 52 (5) | ||||||
|
|
Customization | 4 | 12 | 12 | 20 | 12.05 (3.89) | 50 (6) | ||||||
|
|
Autonomy | 6 | 17 | 15 | 25 | 16.67 (4.01) | 58 (1) | ||||||
| Evasive playing | |||||||||||||
|
|
Violent catharsis | 7 | 21 | 14, 21 | 35 | 19.92 (5.91) | 46 (8) | ||||||
|
|
Violent reward | 6 | 16 | 18 | 30 | 15.19 (5.44) | 38 (9) | ||||||
|
|
Escapism | 6 | 20 | 18 | 30 | 19.16 (4.92) | 55 (2) | ||||||
|
|
Loss aversion | 8 | 21 | 22 | 33 | 20.74 (4.60) | 49 (7) | ||||||
|
|
Grinding | 8 | 18 | 18 | 30 | 18.88 (4.09) | 54 (4) | ||||||
aStandard score is defined as Absolute (actual score – minimum value)/theoretical range.