TY - JOUR
T1 - An Immersive Serious Game for the Behavioral Assessment of Psychological Needs
AU - Giglioli, Irene Alice Chicchi
AU - Chicchi Giglioli, Irene Alice Margherita
AU - Carrasco-Ribelles, Lucia A.
AU - Parra, Elena
AU - Marín-Morales, Javier
AU - Raya, Mariano Alcañiz
PY - 2021
Y1 - 2021
N2 - Motivation is an essential component in mental health and well-being. In this area, researchers have identified four psychological needs that drive human behavior: attachment, self-esteem, orientation and control, and maximization of pleasure and minimization of distress. Various self-reported scales and interviews tools have been developed to assess these dimensions. Despite the validity of these, they are showing limitations in terms of abstractation and decontextualization and biases, such as social desirability bias, that can affect responses veracity. Conversely, virtual serious games (VSGs), that are games with specific purposes, can potentially provide more ecologically valid and objective assessments than traditional approaches. Starting from these premises, the aim of this study was to investigate the feasibility of a VSG to assess the four personality needs. Sixty subjects participated in five VSG sessions. Results showed that the VSG was able to recognize attachment, self-esteem, and orientation and control needs with a high accuracy, and to a lesser extent maximization of pleasure and minimization of distress need. In conclusion, this study showed the feasibility to use a VSG to enhance the assessment of psychological behavioral-based need, overcoming biases presented by traditional assessment.
AB - Motivation is an essential component in mental health and well-being. In this area, researchers have identified four psychological needs that drive human behavior: attachment, self-esteem, orientation and control, and maximization of pleasure and minimization of distress. Various self-reported scales and interviews tools have been developed to assess these dimensions. Despite the validity of these, they are showing limitations in terms of abstractation and decontextualization and biases, such as social desirability bias, that can affect responses veracity. Conversely, virtual serious games (VSGs), that are games with specific purposes, can potentially provide more ecologically valid and objective assessments than traditional approaches. Starting from these premises, the aim of this study was to investigate the feasibility of a VSG to assess the four personality needs. Sixty subjects participated in five VSG sessions. Results showed that the VSG was able to recognize attachment, self-esteem, and orientation and control needs with a high accuracy, and to a lesser extent maximization of pleasure and minimization of distress need. In conclusion, this study showed the feasibility to use a VSG to enhance the assessment of psychological behavioral-based need, overcoming biases presented by traditional assessment.
KW - machine learning
KW - motivational psychology
KW - psychological needs
KW - serious game
KW - virtual reality
KW - machine learning
KW - motivational psychology
KW - psychological needs
KW - serious game
KW - virtual reality
UR - http://hdl.handle.net/10807/268269
U2 - 10.3390/app11041971
DO - 10.3390/app11041971
M3 - Article
SN - 2076-3417
VL - 11
SP - N/A-N/A
JO - APPLIED SCIENCES
JF - APPLIED SCIENCES
ER -