Table 2.
Reported user experience and game experience in Study 1 and Study 2.
Study 1 (lab setting) | Study 2 (mobile setting) | |||||||||
---|---|---|---|---|---|---|---|---|---|---|
KCRFa | AIFa | KCRFb | AIFc | |||||||
Measure | M (SD) | M (SD) | t | p | d | M (SD) | M (SD) | t | p | d |
User experience | ||||||||||
Attractiveness | 4.65** (1.12) | 5.04*** (1.03) | −1.51 | 0.136 | 0.37 | 5.00*** (1.04) | 4.75*** (1.15) | 1.35 | 0.178 | 0.22 |
Perspicuityd | 5.56*** (0.87) | 5.69*** (0.98) | −0.59 | 0.559 | 0.14 | 5.36*** (0.89) | 5.29*** (0.97) | 0.44 | 0.663 | 0.07 |
Dependabilityd | 4.40** (0.73) | 4.63*** (0.75) | −1.27 | 0.207 | 0.31 | 4.18* (0.78) | 4.04 (0.89) | 1.02 | 0.310 | 0.17 |
Efficiencyd | 4.99*** (0.77) | 5.22*** (0.86) | −1.19 | 0.237 | 0.29 | 4.99*** (0.74) | 4.84*** (0.67) | 1.30 | 0.196 | 0.21 |
Stimulation | 4.77*** (1.05) | 5.02*** (1.03) | −0.99 | 0.325 | 0.24 | 5.03*** (1.08) | 4.80*** (1.27) | 1.21 | 0.230 | 0.20 |
Novelty | 3.67 (1.36) | 3.88 (1.05) | −0.72 | 0.473 | 0.18 | 3.92 (1.14) | 4.00 (1.15) | −0.41 | 0.680 | 0.07 |
Game experience | ||||||||||
Competence | 2.48** (0.92) | 2.90 (0.93) | −1.87 | 0.065 | 0.45 | 2.67** (0.88) | 2.42*** (0.91) | 1.66 | 0.098 | 0.27 |
Game enjoyment | 3.57** (1.13) | 3.82*** (0.94) | −0.99 | 0.324 | 0.24 | 3.78*** (1.01) | 3.66*** (1.09) | 0.66 | 0.512 | 0.11 |
Game preference | 3.42* (0.99) | 3.59** (0.94) | −0.71 | 0.478 | 0.17 | 3.46*** (1.04) | 3.29* (1.08) | 0.95 | 0.346 | 0.16 |
Values depict means (standard deviations). Asterisks indicate the results of one-sample t- tests comparing the mean with the scale's midpoint of 4 (user experience) or 3 (game experience). KCRF, knowledge of correct response feedback; AIF, attribute isolation feedback.
n = 34;
n = 83;
n = 67;
Scales' internal consistencies were below 0.60, that is, below the common threshold for acceptable internal consistencies of 0.70 (Tavakol and Dennick, 2011).
p < 0.05.
p < 0.01.
p < 0.001.