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Table 1 Demographic data of participants, n = 125

From: Perceptions and factors affecting the adoption of digital games for engineering education: a mixed-method research

  

Absolute frequency

Percentage

Gender

Male

87

69.6

Female

37

29.6

Unspecified

1

0.8

Age

Under 20 years old

50

40.0

20–29 years old

74

59.2

30–39 years old

1

0.8

Prior gaming experience

Yes

117

93.6

No

8

6.4

Gaming habits (hours)

Less than 5 h

54

43.2

5–10 h

41

32.8

11–20 h

17

13.6

21–30 h

7

5.6

31 h or more

1

0.8

Unspecified

5

4.0

Game enjoyment

Low (1–4)

14

11.2

Average (5–7)

49

39.2

High(8–10)

58

46.4

Unspecified

4

3.2