Secondary Outcomes (explanation)
Identification with the avatar, i.e. extend the participants identify with their avatar
Degree of immersion, i.e. how much the participants feel immersed in the experience of the experiment
Enjoyment, i.e. how much the participants enjoy the task and the experiment
Trait competitiveness, i.e. the degree to which participants are driven by their relative social status (interpersonal competitiveness) versus mastering the task (goal competitiveness)
Personality traits, i.e. consistent patterns of thoughts, feelings, and behaviors that distinguish individuals (big five personality traits)
Perceived effort, i.e. participants’ perception of how much effort they put into the task
Gaming frequency and type, i.e. how much participants play video games (currently and in their teens) and what types (action, sports, ...)
Demographics, i.e. education, gender, age, work experience