311 7 MOTIVATIONAL FACTORS IN A MENTAL HEALTH GAME Table 1 Means and standard deviations or percentages of the demographic and study variables for the total sample and for each experimental condition Condition Detailed trailer with mental health messaging Abstract trailer with mental health messaging Variable Mean / Percentage (SD) Mean / Percentage (SD) Mean / Percentage (SD) χ2 / t df p Age 21.33 (3.20) 21.56 (3.06) 21.10 (3.35) 0.83 127 .41 Gender 0.06 1 .81 Female 73.6% 72.7% 74.6% Male 26.4% 27.3% 25.4% Birth Country 5.93a 3 .12 Netherlands 49.6% 53.0% 46.0% Germany 29.5% 24.2% 34.9% Elsewhere in Europe 13.2% 18.2% 7.9% Outside Europe 7.8% 4.5% 11.1% Weekly hours of video gameplay 4.25 (6.77) 4.83 (7.52) 3.63 (5.87) 1.01 122.20 .31 Depressive symptoms 6.02 (3.92) 6.30 (4.16) 5.71 (3.67) 0.85 127 .40 Anxiety symptoms 5.12 (3.41) 5.52 (3.75) 4.70 (3.00) 1.36 127 .18 Stress symptoms 8.24 (3.85) 8.35 (4.04) 8.13 (3.67) 0.33 127 .75 Motivation to change Precontemplation 2.21 (0.58) 2.29 (0.64) 2.12 (0.50) 1.65 121.79 .10 Contemplation 3.58 (0.58) 3.55 (0.63) 3.60 (0.53) -0.52 127 .60 Action 3.21 (0.70) 3.11 (0.71) 3.32 (0.67) -1.71 127 .09 Maintenance 3.06 (0.71) 3.03 (0.67) 3.08 (0.76) -0.38 127 .71 Emotion mindset Pre-test 3.21 (0.77) 3.24 (0.83) 3.17 (0.71) 0.53 127 .60
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