Table 2.
Analytic data of video game usage in sessions by age group.
| Age group (years) | Participants, n | Total sessions of app usage | Journal sessions | Guided breathing activity sessions | Educational module sessions (ie, “cognitive monsters”) | Interaction with characters sessions | |||||||
|
|
|
Mean (SD) | Range | Mean (SD) | Range | Mean (SD) | Range | Mean (SD) | Range | Mean (SD) | Range | ||
| 18-28 | 10 | 2.9 (1.29) |
1-4 |
1.1 (1.73) | 0-5 | 1.5 (1.58) | 0-4 | 4.5 (3.54) | 0-10 | 8.7 (5.12) | 1-16 | ||
| 29-39 | 9 | 5.6 (3.50) |
2-12 |
2.6 (3.430) | 3.430-11 | 4 (5.66) | 0-18 | 14.6 (16.32) | 0-54 | 19.7 (20.14) | 0-62 | ||
| 40-50 | 5 | 4 (2) |
2-6 |
3.4 (2.19) | 1-7 | 4.8 (2.77) | 2-9 | 10.6 (4.77) | 5-17 | 18.4 (12.54) | 8-40 | ||
| 50+ | 7 | 13.3 (17.1) | 3-47 | 9 (10.02) | 1-27 | 6 (5.45) | 0-15 | 14.3 (13.3) | 0-38 | 48.4 (57.06) | 10-171 | ||