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. 2022 May 12;6(5):e36820. doi: 10.2196/36820

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