Secondary Outcomes (explanation)
Identification with the avatar, i.e. extent the participants identify with their avatar
Enjoyment, i.e. how much the participants enjoy the task and the experiment
Perceived effort, i.e. participants’ perception of how much effort they put into the task
Group identity i.e. the extent the participants relate with their peers in the experiment
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