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. 2021 Sep 28;23(9):e28037. doi: 10.2196/28037

Table 1.

Study variables, corresponding items, and convergent validity.

Experiences and variables Corresponding items Factor loading CRa AVEb
Game-playing experiencesc




Attention

0.93 0.77


Atten 1 The games’ virtual reality scenes were eye-catching. 0.86



Atten 2 The educational games provoked my curiosity. 0.87



Atten 3 The interactional elements of the games held my attention. 0.90



Atten 4 The educational games were fun to play. 0.88


Relevance

0.87 0.62


Relev 1 The content presented in the games was relevant to my needs. 0.84



Relev 2 The content presented in the games was relevant to my interests. 0.66



Relev 3 The content presented in the games was useful to me. 0.76



Relev 4 I was familiar with the content presented in the games. 0.87


Confidence

0.80 0.57


Confi 1 I was confident I could complete the tasks in the games. 0.71



Confi 2 My successes in the games were a result of my own efforts. 0.70



Confi 3 I could effectively operate the joysticks to interact with the virtual reality scenes. 0.86


Satisfaction

0.86 0.61


Satis 1 I could apply the content conveyed in the games in real life. 0.80



Satis 2 I benefitted by playing the games. 0.76



Satis 3 I felt a sense of accomplishment after finishing the tasks in the games. 0.82



Satis 4 I was satisfied with my performance in the games. 0.73

Content-learning experiencesd




Knowledge improvement Fifteen true/false type questions related to smoking prevention were used to measure knowledge. Improvement was defined as postscore minus prescore. 1.00 1.00 1.00

Perceived persuasiveness

0.91 0.70


Persu 1 The games enhanced my awareness of smoking prevention. 0.82



Persu 2 The games enhanced my concern regarding smoking prevention. 0.81



Persu 3 The games enhanced my understanding of smoking-prevention methods. 0.86



Persu 4 The games enhanced my self-efficacy in regard to practicing smoking-prevention skills. 0.86


Intention to abstain from smoking

0.95 0.91


Inten 1 The content of the games has made me consider abstaining from smoking. 0.95



Inten 2 In the future, I will abstain from smoking by using the content of the games as a reference. 0.96

aCR: composite reliability. The CR criterion was >0.7 [26].

bAVE: average variance extracted. The AVE criterion was >0.5 [26].

cMotivation concepts were used to measure the game-playing experiences.

dKnowledge improvement and perceived persuasiveness were used to measure the content-learning experiences.