Virtual reality (VR) gaming has grown significantly, offering highly immersive sensory environments. A group of cognitive psychologists wanted to investigate how different gaming setups affect players' psychological engagement and physical comfort.
The researchers recruited 180 participants from a university gaming society. The sample consisted of 95 males, 80 females, and 5 non-binary individuals aged 18–25, with a mean age of 20.4 years. Participants provided written informed consent and played a standard exploration game for 30 minutes, either using a fully immersive VR headset or a standard flat-screen desktop monitor. After the gaming session, they completed a questionnaire designed to measure three psychological dimensions:
Each statement was scored using a ranked Likert scale with seven options, ranging from 'Strongly Disagree (1)' to 'Strongly Agree (7)'. The responses for each dimension were averaged for each participant to yield a score from 1 to 7, where a higher score indicated a greater intensity of that psychological state.
The researchers in the VR gaming study used the mean score to analyse the data from their ranked scale questions.
Explain one weakness of using the mean score to analyse the data in the VR gaming 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.