From: Medical student attitudes toward video games and related new media technologies in medical education
(N = 217) | Total n(%) | Male n(%) | Female n(%) | P-value |
---|---|---|---|---|
School | Â | Â | Â | Â |
   UM | 92(42) | 51(50) | 41(36) | 0.03 |
   UW | 125(58) | 51(50) | 74(64) | NS** |
Familiarity with computers | Â | Â | Â | Â |
   Basic & Intermediate | 169(78) | 62(61) | 107(93) | <0.001 |
   Advance | 48(22) | 40(39) | 8(7) | NS |
Game platforms owned* | Â | Â | Â | Â |
   PDA | 138(66) | 68(67) | 70(61) | NS |
   Sony PS2/PS3 | 32(15) | 21(21) | 12(10) | 0.04 |
   Microsoft X Box | 17(8) | 16(16) | 2(2) | <0.001 |
   Hybrid Device(e.g., PDA/phone) | 11(5) | 9(9) | 3(3) | NS |
   Handheld Game | 10(5) | 8(8) | 3(3) | NS |
 | Mean(SD) | N Mean(SD) | N Mean(SD) |  |
Age | 25(3.8) | 100 26(3.1) | 114 25(3.6) | NS |
Age started video game play | 9.4(4.1) | 67 8.6(3.4) | 41 10.5(4.9) | 0.03 |
Average time in one session of video gameplay(in minutes) | 98(68) | 67 107(70) | 38 82(62) | NS |