Aniek Wols

3 183 IN-GAME PLAY BEHAVIOURS PREDICT IMPROVEMENTS IN ANXIETY Table 3 Pearson correlations of anxiety at pre-test, age, sex, and in-game play behaviours during the first play-session 123456789 Demographics 1. Anxiety at pre-test 2. Age .25 3. Sex - .22 .01 Engaged in-game play behaviours 4. Mindlight - total .12 - .04 - .08 5. Exploration - .03 .01 .08 .32* 6. Fear attempt - .14 .01 .12 - .02 - .42** 7. Defeat .15 - .05 .02 .18 .05 .03 Avoidant/safety in-game play behaviours 8. Mindlight - none .11 .03 - .10 - .29a - .14 - .28b - .05 9. Ceiling light attempt .13 .06 .21 - .32* - .46** .01 .27c .10 10. Inside chest .18 - .15 .06 - .08 - .54*** - .03 - .14 .07 .16 Notes. * p < .05, ** p < .01, *** p < .001, a p = .067, b p = .070, c p = .090. n = 42. All in-game play behaviours are proportions, except for ‘defeat’ and ‘ceiling light attempt’ which are frequencies. Sex was coded as 0 for girls and 1 for boys. Partial correlations testing age and sex as potential suppressor variables showed similar results.

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