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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

  Group S
n = 25
Group R
n = 25
Group E
n = 21
p
Age (years) 25.0 ± 6.6 25.0 ± 4.2 31.6 ± 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 ± 0.5 7.9 ± 4.5**,*** 0.0004*
Previous ICU experience (years) 0 0.04 ± 0.2 5.5 ± 3.9**,***  
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])
 Post-operative haemorrhage 2.1 ± 1.7 2.8 ± 2.3 7.3 ± 1.5**,*** < .0001*
 Brain trauma 2.1 ± 1.7 3.3 ± 2.6**** 7.8 ± 1.4**,*** < .0001*
 Intestinal obstruction 2.3 ± 1.8 2.6 ± 2.1 6.7 ± 1.9**,*** < .0001*
  1. Results are reported as mean ± 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 ≠ S with p < 0.05
  4. ***Group E ≠ group R with p < 0.05
  5. ****Group S ≠ group R with p < 0.05
  6. $No response for one student