Table 1.
Sociodemographic characteristics and technological experience of the sample.
| Sample characteristics | Iteration 1 (n=6) | Iteration 2 (n=12) | Iteration 3 (n=6) | Full sample (n=24) | |||||
| Age (years), mean (SD) | 33.83 (9.24) | 36 (8.77) | 30.83 (12.78) | 34.17 (9.77) | |||||
| Gender, n (%) | |||||||||
|
|
Men | 6 (100) | 11 (92) | 6 (100) | 23 (96) | ||||
|
|
Women | 0 (0) | 0 (0) | 0 (0) | 0 (0) | ||||
|
|
Diverse | 0 (0) | 1 (8) | 0 (0) | 1 (4) | ||||
| Intelligence, n (%) | |||||||||
|
|
Borderline intellectual functioning | 3 (50) | 6 (50) | 4 (67) | 13 (54) | ||||
|
|
Mild intellectual disability | 3 (50) | 6 (50) | 2 (33) | 11 (46) | ||||
| Institution, n (%) | |||||||||
|
|
Addiction clinic | 2 (33) | 4 (33) | 2 (33) | 8 (33) | ||||
|
|
Care institution | 2 (33) | 4 (33) | 2 (33) | 8 (33) | ||||
|
|
Forensic addiction clinic | 2 (33) | 4 (33) | 2 (33) | 8 (33) | ||||
| Technology experiencea, mean (SD) | |||||||||
|
|
Computer | 5.83 (0.75) | 5.50 (1.38) | 5.17 (1.47) | 5.50 (1.25) | ||||
|
|
Video games | 4.17 (0.75) | 5.83 (1.34) | 6.17 (0.98) | 5.50 (1.35) | ||||
|
|
Virtual reality | 2.17 (1.47) | 3.08 (1.88) | 3.33 (2.66) | 2.92 (1.98) | ||||
aTechnology experience was assessed using a 7-point Likert scale, ranging from 1 (“No experience”) to 7 (“A lot of experience”).