Table 1 Descriptive statistics for VR quality measures in Studies 1 and 2, and donation intention and willingness to donate in Study 1 by setting area.

From: A virtual reality paradigm simulating blood donation serves as a platform to test interventions to promote donation

 

Waiting Area

Refreshment Area

M (SD)

M (SD)

Study 1 (N = 48)

 Cybersickness symptoms

1.34 (0.32)

1.36 (0.36)

 Presence

5.03 (0.68)

5.16 (0.91)

 Environment-specific immersion

5.68 (0.99)

5.83 (1.01)

 Donation intention

2.22 (1.43)

2.51 (1.47)

 Willingness to donate

4.24 (1.86)

4.39 (1.96)

Study 2 Control Condition (N = 67)

 Cybersickness symptoms

1.49 (0.37)

1.42 (0.41)

 Presence

4.56 (0.74)

4.59 (0.90)

 Environment-specific immersion

5.13 (1.07)

5.27 (1.25)

Study 2 Intervention Condition (N = 67)

 Cybersickness symptoms

1.42 (0.38)

1.32 (0.34)

 Presence

4.77 (0.98)

5.01 (0.93)

 Environment-specific immersion

5.46 (1.08)

5.64 (1.02)

  1. Possible ranges for these measures were 1–4 for cybersickness, and 1–7 for presence, donation intention, willingness to donate, and environment-specific immersion.