Skip to main content

Table 1 Demographics of the study participants (N = 467). The sequential mixed methods study comprises an interview sample (N = 22) and a questionnaire sample (N = 445)

From: The qualities of patients interested in using a game-based digital mental health intervention for depression: a sequential mixed methods study

 

Interview sample

(N = 22)

Questionnaire sample

(N = 445)

Variable

N

%

N

%

Gender

 Female

17

77

255

57.3

 Male

5

22

152

34.2

 Other

0

0

24

5.4

 Trans

0

0

7

1.6

 Missing

0

0

7

1.6

Age

 18–29

7

32

189

42.5

 30–39

12

55

149

33.5

 40–49

2

9

72

16.2

 50–65

1

5

34

7.6

 Missing

0

0

1

0.2

Highest education

 Primary education (9y)

0

0

39

8.8

 Secondary education (12y)

16

73

263

59.1

 Bachelor’s

5

23

84

18.9

 Master’s

1

5

51

11.5

 Licentiate or Doctorate

0

0

8

1.8

Life status

 Student

8

36

128

28.8

 Short or long-term sick leave

5

23

110

24.7

 Full-time working

4

18

87

19.6

 Part-time working

0

0

47

10.6

 Unemployed

3

14

40

9.0

 Retired

2

9

32

7.2

 Parental leave

0

0

1

0.2

Relationship status

 Relationship or married

16

72

253

56.8

 No relationship

5

27

157

35.3

 Other

1

5

24

5.4

 Missing

0

0

11

2.5

PHQ-9 [70]a

Average 15.2 (SD = 4.0)

 

Average 15.7 (SD = 4.8)

 

Hours of digital games played per week

12.0 (SD = 8.7)

 

13.0 (SD = 12.6)

 
  1. aA higher PHQ-9 score indicates more severe depressive symptoms and a score of 15–19 indicates “moderately severe” depression [70]