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Table 4 Medians (IQR) in the components of the GEQ – Core Module per condition, and Friedman’s statistics across conditions

From: Impact of game mode in multi-user serious games for upper limb rehabilitation: a within-person randomized trial on engagement and social involvement

Component

Competitive

Co-active

Collaborative

Friedman’s statistic

(Chi-Square)

p value

Competence

2.40 (1.40)

2.60 (1.20)

2.20 (1.20)

0.557

0.757

Sensory and Imaginative Immersion

2.33 (1.17)

2.50 (1.00)

2.33 (1.00)

0.529

0.768

Flow

2.80 (1.20)

2.80 (1.20)

3.00 (1.00)

3.418

0.181

Tension/Annoyance

0.00 (0.00)

0.00 (0.00)

0.00 (0.00)

1.182

0.554

Challenge

0.80 (0.60)

0.60 (1.00)

0.80 (1.00)

4.211

0.122

Negative Affect

0.00 (0.19)

0.00 (0.00)

0.00 (0.00)

5.688

0.058

Positive Affect

3.00 (1.20)

3.00 (0.80)

3.00 (0.80)

0.803

0.669