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Table 1 Characteristics of players included in group S (nursing students), group R (recently graduated nurses), and group E (expert nurses)

From: Assessing validity evidence for a serious game dedicated to patient clinical deterioration and communication

Ā 

Group S

n = 25

Group R

n = 25

Group E

n = 21

p

Age (years)

25.0 Ā± 6.6

25.0 Ā± 4.2

31.6 Ā± 5.9**,***

0.0004*

Sex F/M

22 (88%)/3 (12%)

19 (76%)/6 (24%)

14 (67%)/7 (33%)

0.22

Post-graduate professional experience (years)

0

1.4 Ā± 0.5

7.9 Ā± 4.5**,***

0.0004*

Previous ICU experience (years)

0

0.04 Ā± 0.2

5.5 Ā± 3.9**,***

Ā 

Video gaming activity

0.40

$Never

17 (71%)

16 (64%)

14 (66.7%)

1/month

5 (21%)

5 (20%)

5 (24%)

1/week

2 (8%)

1 (4%)

2 (10%)

Every day

0 (0%)

3 (12%)

0 (0%)

Video gaming activity in healthcare (% of players)

1 (4%)

0 (0%)

4 (19%)**,***

0.03*

Experience in specific situations (1 [none] to 10 [expert])

ā€ƒPost-operative haemorrhage

2.1 Ā± 1.7

2.8 Ā± 2.3

7.3 Ā± 1.5**,***

< .0001*

ā€ƒBrain trauma

2.1 Ā± 1.7

3.3 Ā± 2.6****

7.8 Ā± 1.4**,***

< .0001*

ā€ƒIntestinal obstruction

2.3 Ā± 1.8

2.6 Ā± 2.1

6.7 Ā± 1.9**,***

< .0001*

  1. Results are reported as mean Ā± SD or as a percentage and compared using ANOVA test or chi2 test (followed by post hoc tests when significant)
  2. *p value < 0.05 between groups S, R, and E
  3. **Group E ā‰  S with p < 0.05
  4. ***Group E ā‰  group R with p < 0.05
  5. ****Group S ā‰  group R with p < 0.05
  6. $No response for one student