Aniek Wols

5 253 THE EFFECT OF EXPECTATIONS IN AN APPLIED GAME Table 9 Mean GSR percent change for the six timebins for the total sample and for each experimental condition Experimental condition Mental health trailer a Entertainment trailer b Timebin Mean (SD) [95% CIc] Mean (SD) [95% CIc] Mean (SD) [95% CIc] t d df p 1 26.45 (38.50) [15.73; 37.17] 34.64 (44.25) [19.02; 50.26] 19.43 (31.95) [6.08; 36.50] -1.44 50 .16 2 32.90 (46.21) [20.03; 45.76] 40.98 (54.83) [22.10; 59.85] 25.97 (36.94) [10.72; 40.73] -1.17 50 .25 3 34.16 (50.23) [20.18; 48.15] 41.54 (59.95) [20.94; 62.14] 27.84 (40.19) [14.37; 41.78] -0.98 50 .33 4 35.71 (62.20) [18.40; 53.03] 45.81 (80.77) [20.35; 71.27] 27.06 (39.78) [15.94; 53.44] -1.04 32.37e .31 5 31.11 (58.29) [14.88; 47.33] 40.15 (71.51) [16.26; 64.03] 23.36 (43.90) [15.76; 49.34] -1.04 50 .31 6 31.43 (57.21) [15.50; 47.36] 39.39 (67.97) [15.91; 62.88] 24.60 (46.29) [17.22; 46.80] -0.93 50 .36 Notes. a n = 24. b n = 28. c Bootstrapped with n = 1000 samples. d Bootstrapping the independent t-tests with n = 1000 samples showed similar results for all timebins. e Levene’s test was significant and equal variances could not be assumed. SD, standard deviation, CI, confidence interval; df, degrees of freedom; GSR, galvanic skin response.

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