Table 1.
Experiences and variables | Corresponding items | Factor loading | CRa | AVEb | ||||||
Game-playing experiencesc |
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Attention |
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0.93 | 0.77 | |||||
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Atten 1 | The games’ virtual reality scenes were eye-catching. | 0.86 |
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Atten 2 | The educational games provoked my curiosity. | 0.87 |
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Atten 3 | The interactional elements of the games held my attention. | 0.90 |
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Atten 4 | The educational games were fun to play. | 0.88 |
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Relevance |
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0.87 | 0.62 | |||||
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Relev 1 | The content presented in the games was relevant to my needs. | 0.84 |
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Relev 2 | The content presented in the games was relevant to my interests. | 0.66 |
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Relev 3 | The content presented in the games was useful to me. | 0.76 |
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Relev 4 | I was familiar with the content presented in the games. | 0.87 |
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Confidence |
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0.80 | 0.57 | |||||
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Confi 1 | I was confident I could complete the tasks in the games. | 0.71 |
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Confi 2 | My successes in the games were a result of my own efforts. | 0.70 |
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Confi 3 | I could effectively operate the joysticks to interact with the virtual reality scenes. | 0.86 |
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Satisfaction |
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0.86 | 0.61 | |||||
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Satis 1 | I could apply the content conveyed in the games in real life. | 0.80 |
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Satis 2 | I benefitted by playing the games. | 0.76 |
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Satis 3 | I felt a sense of accomplishment after finishing the tasks in the games. | 0.82 |
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Satis 4 | I was satisfied with my performance in the games. | 0.73 |
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Content-learning experiencesd |
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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 | |||||
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Perceived persuasiveness |
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0.91 | 0.70 | |||||
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Persu 1 | The games enhanced my awareness of smoking prevention. | 0.82 |
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Persu 2 | The games enhanced my concern regarding smoking prevention. | 0.81 |
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Persu 3 | The games enhanced my understanding of smoking-prevention methods. | 0.86 |
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Persu 4 | The games enhanced my self-efficacy in regard to practicing smoking-prevention skills. | 0.86 |
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Intention to abstain from smoking |
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0.95 | 0.91 | |||||
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Inten 1 | The content of the games has made me consider abstaining from smoking. | 0.95 |
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Inten 2 | In the future, I will abstain from smoking by using the content of the games as a reference. | 0.96 |
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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.