Table 9.
T-Test (Purchased VR vs. not purchased VR last year).
Purchased VR Last Year |
|||
---|---|---|---|
No (28) | Yes (179) | t-test (df = 293) (p-value) | |
Education | 21.4% | 36.9% | 1.778 (0.083)+ |
Tour | 25.0% | 39.7% | 1.490 (0.138) |
Game | 78.6% | 61.5% | 1.968 (0.056) + |
Movie | 53.6% | 51.4% | 0.211 (0.834) |
Socializing | 17.9% | 25.6% | 0.776 (0.439) |
Work | 28.6% | 9% | 2.293 (0.028)* |
Mental Health | 21.5% | 25.1% | 0.422 (0.674) |
Physical Health | 14.3% | 20.1% | 0.723 (0.470) |
Telemedicine | 10.7% | 10.1% | 0.107 (0.915) |
Note: N = 298. + P < .1, *P < .05.