Aniek Wols

280 Chapter 6 Table 4 Descriptives (means and standard deviations or percentages) for the mental health and entertainment trailers including tests comparing trailers: chi-square, RM-ANOVA and t-tests Mental health trailer Entertainment trailer χ2 / t / F df p M / % (SD) M / % (SD) Game choice 59.7% 40.3% 4.85 1 < .05 Attractive 6.11 (1.79) 5.92 (1.79) 1.03 1, 127 .31 Fun 5.90 (1.75) 5.82 (1.77) 0.16 1, 127 .69 Affect before 3.78 (0.77) 3.62 (0.72) 1.22 127 .23 Affect after 3.95 (0.57) 3.79 (0.78) 1.25 88.28 .16 Duration play 28.74 (8.87) 28.10 (8.90) 0.40 126 .69 Motivation 5.31 (1.03) 5.26 (1.01) 0.27 127 .79 Autonomy 4.81 (1.15) 4.81 (1.16) –0.02 127 .98 Competence 4.99 (1.16) 5.06 (1.10) –0.38 127 .71 Note. The chi-square test for game choice was not controlled for trailer design. Figure 4 Perceived attractiveness and fun of the game for each design and message combination Notes. Significant effects are indicated as follows: †p < 0.10, ∗p < 0.05, ∗∗p < 0.01, and ∗∗∗p < 0.001. Furthermore, we tested if game choice predicted game experience (Table 4). T-tests showed no differences in gameplay duration, intrinsic motivation, autonomy and competence. Thus, playing a game promoted for entertainment or mental health did not change the duration of gameplay, nor how much intrinsic motivation, autonomy and competence players experienced. Next, we tested change in affect. As shown previously there was a significant improvement in affect over time [F(1, 124) = 7.18, p < .01,η2 p = .06],

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