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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