Table 5.
Positive/negative enjoyment measure | Game |
|||||
---|---|---|---|---|---|---|
Favorite |
DC |
KF |
||||
Mean | SD | Mean | SD | Mean | SD | |
Positive | ||||||
Engagement∗ | 1.82 | 0.67 | 0.95† | 0.7 | 1.39 | 0.37 |
Competence∗ | 3.11 | 0.59 | 1.99† | 1.17 | 2.53 | 1 |
Immersion∗ | 2.76 | 0.94 | 1.19† | 1.18 | 2.47 | 1.06 |
Flow∗ | 2.1 | 1.08 | 1.08† | 0.94 | 1.56 | 0.87 |
Challenge∗ | 1.72 | 1.08 | 1.31 | 0.95 | 1.76 | 0.73 |
Positive affect∗ | 3.51 | 0.42 | 2.1† | 1.46 | 3.12 | 0.82 |
Negative | ||||||
Tension/annoyance‡ | 0.88 | 1.04 | 0.82 | 0.67 | 0.96 | 0.59 |
Negative affect‡ | 1.04 | 0.9 | 1.42 | 0.78 | 1.07 | 0.46 |
n = 19, except for DC, n = 18, and for KF, n = 16 (for KF Engagement n = 17).
DC, Dance Central Spotlight; Favorite, subject’s personal favorite; KF, Kung-Fu for Kinect; SD, standard deviation.
A score of 4 represents the most-positive experience.
P ≤ 0.05 vs Favorite (repeated-measures analysis of variance with Bonferroni pairwise testing).
A score of 0 represents the least-negative experience.