An Immersive Serious Game for the Behavioral Assessment of Psychological Needs
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 scale...
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MDPI AG
2021-02-01
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Series: | Applied Sciences |
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Online Access: | https://www.mdpi.com/2076-3417/11/4/1971 |
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author | Irene Alice Chicchi Giglioli Lucia A. Carrasco-Ribelles Elena Parra Javier Marín-Morales Mariano Alcañiz Raya |
author_facet | Irene Alice Chicchi Giglioli Lucia A. Carrasco-Ribelles Elena Parra Javier Marín-Morales Mariano Alcañiz Raya |
author_sort | Irene Alice Chicchi Giglioli |
collection | DOAJ |
description | 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. |
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format | Article |
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institution | Directory Open Access Journal |
issn | 2076-3417 |
language | English |
last_indexed | 2024-03-09T00:36:19Z |
publishDate | 2021-02-01 |
publisher | MDPI AG |
record_format | Article |
series | Applied Sciences |
spelling | doaj.art-401bf80f7dd94582a6564077adc0e35e2023-12-11T18:07:35ZengMDPI AGApplied Sciences2076-34172021-02-01114197110.3390/app11041971An Immersive Serious Game for the Behavioral Assessment of Psychological NeedsIrene Alice Chicchi Giglioli0Lucia A. Carrasco-Ribelles1Elena Parra2Javier Marín-Morales3Mariano Alcañiz Raya4Institute for Research and Innovation in Bioengineering (i3B), Polytechnic University of Valencia, 46022 Valencia, SpainInstitute for Research and Innovation in Bioengineering (i3B), Polytechnic University of Valencia, 46022 Valencia, SpainInstitute for Research and Innovation in Bioengineering (i3B), Polytechnic University of Valencia, 46022 Valencia, SpainInstitute for Research and Innovation in Bioengineering (i3B), Polytechnic University of Valencia, 46022 Valencia, SpainInstitute for Research and Innovation in Bioengineering (i3B), Polytechnic University of Valencia, 46022 Valencia, SpainMotivation 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.https://www.mdpi.com/2076-3417/11/4/1971serious gamevirtual realitymachine learningmotivational psychologypsychological needs |
spellingShingle | Irene Alice Chicchi Giglioli Lucia A. Carrasco-Ribelles Elena Parra Javier Marín-Morales Mariano Alcañiz Raya An Immersive Serious Game for the Behavioral Assessment of Psychological Needs Applied Sciences serious game virtual reality machine learning motivational psychology psychological needs |
title | An Immersive Serious Game for the Behavioral Assessment of Psychological Needs |
title_full | An Immersive Serious Game for the Behavioral Assessment of Psychological Needs |
title_fullStr | An Immersive Serious Game for the Behavioral Assessment of Psychological Needs |
title_full_unstemmed | An Immersive Serious Game for the Behavioral Assessment of Psychological Needs |
title_short | An Immersive Serious Game for the Behavioral Assessment of Psychological Needs |
title_sort | immersive serious game for the behavioral assessment of psychological needs |
topic | serious game virtual reality machine learning motivational psychology psychological needs |
url | https://www.mdpi.com/2076-3417/11/4/1971 |
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