5 239 THE EFFECT OF EXPECTATIONS IN AN APPLIED GAME Experimental condition Mental health trailer Entertainment trailer Variable Mean / Frequency (SD) / Percentage Mean / Frequency (SD) / Percentage Mean / Frequency (SD) / Percentage χ2 / t a df p Post-test 2.61 (1.16) 2.57 (1.21) 2.64 (1.13) 0.24 55 .81 State anxiety Pre-test 1.88 (0.47) 1.88 (0.57) 1.87 (0.34) -0.13 45.57f .90 Post-test 2.26 (0.59) 2.26 (0.60) 2.27 (0.58) 0.12 55 .90 Engaged in-game play behaviours Mindlight - total g .01 (.01) .01 (.01) .01 (.01) -0.86 55 .39 Exploration .65 (.10) .65 (.10) .65 (.11) 0.08 55 .94 Fear attempt .05 (.03) .05 (.03) .05 (.04) 0.47 55 .64 Avoidant/safety in-game play behaviours Mindlight - none g .04 (.05) .04 (.06) .03 (.04) -0.93 55 .36 Inactive g .04 (.03) .03 (.03) .04 (.03) 0.70 55 .49 Ceiling light attempt .24 (.08) .24 (.08) .23 (.07) -0.46 55 .65 Inside chest g .02 (.01) .02 (.02) .02 (.02) 1.15 55 .25 Overall GSR Percent Change g 32.92 (51.24) 41.50 (62.36) 25.25 (38.25) -1.16 51 .25 Notes. df, degrees of freedom; GSR, galvanic skin response; SD, standard deviation. a Bootstrapping the independent t-tests with n = 1000 samples showed similar results for all variables. b For the t-test, one outlier was removed. c The χ2-test included males and females (one non-binary participant was removed); 2 cells (50%) had an expected count less than 5 (minimum expected count was 4.50). d The χ2-test included the categories “white” vs. “other”. e On a 10-point scale ranging from “0 = not at all experienced” to “10 = expert”. f Levene’s test was significant and equal variances could not be assumed. g One value was winsorized to ± 3.5 standard deviation from the mean.
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