A group of health psychologists investigated the psychological drivers behind the sustained use of virtual reality (VR) fitness applications. They focused on a popular active VR game called "FitQuest".
The researchers recruited 180 participants through an online gaming forum. The sample consisted of 95 males, 80 females, and 5 non-binary individuals, with ages ranging from 18 to 35 (mean age of 24.5). After giving informed consent, participants completed an online questionnaire measuring three psychological variables:
Statements were scored using a 7-point Likert scale ranging from 'Strongly Disagree (1)' to 'Strongly Agree (7)'. The responses for Flow State, Perceived Competence, and Escapism were averaged for each participant to yield a score from 1 to 7, where a high score indicated higher levels of that psychological state.
The researchers in the VR fitness study used the mean score to analyse the data from their 7-point Likert scale questions.
Explain one weakness of using the mean score to analyse the data in this study.
638 exam-style questions on Edexcel A Level Psychology Methods. Each one has a worked solution and a mark scheme showing where the marks go.