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. 2020 Aug 19;8(3):e16655. doi: 10.2196/16655

Table 5.

Self-impression of the knowledge of the choking protocol before and after playing the game (grades from 1 to 5).

Student categories, Time of answering the questionnaire Median (Q1, Q3) P value Effect size
Complete sample population, N=48 <.001 0.120

Before playing 3 (2, 4)


After playing 4 (3, 5)

Females, n=32 .002 0.217

Before playing 3 (2.75, 3.25)


After playing 3 (3, 4)

Males, n=16 .002 0.345

Before playing 3 (2, 4)


After playing 4 (3.75, 5)

Students who did not like playing video games, n=19 .03 0.136

Before playing 3 (2.5, 3)


After playing 3 (3, 3.5)

Students who liked playing video games, n=29 <.001 0.407

Before playing 3 (2, 4)


After playing 4 (4, 5)

Students who did not have a previous experience of a choking emergency, n=36 <.001 0.147

Before playing 3 (2, 3.25)


After playing 4 (3, 4)

Students who had a previous experience of a choking emergency, n=12 .047 0.707

Before playing 3 (3, 4.25)


After playing 4.5 (3, 5)