Next Article in Journal
Impact of the Sub-Grid Scale Turbulence Model in Aeroacoustic Simulation of Human Voice
Next Article in Special Issue
The Application of Virtual Reality in Engineering Education
Previous Article in Journal
Plume Divergence and Discharge Oscillations of an Accessible Low-Power Hall Effect Thruster
Previous Article in Special Issue
Spatial Skills and Perceptions of Space: Representing 2D Drawings as 3D Drawings inside Immersive Virtual Reality
 
 
Article

An Immersive Serious Game for the Behavioral Assessment of Psychological Needs

Institute for Research and Innovation in Bioengineering (i3B), Polytechnic University of Valencia, 46022 Valencia, Spain
*
Author to whom correspondence should be addressed.
Academic Editor: Jorge Martin-Gutierrez
Appl. Sci. 2021, 11(4), 1971; https://doi.org/10.3390/app11041971
Received: 20 January 2021 / Revised: 17 February 2021 / Accepted: 18 February 2021 / Published: 23 February 2021
(This article belongs to the Special Issue Applications of Virtual, Augmented, and Mixed Reality)
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. View Full-Text
Keywords: serious game; virtual reality; machine learning; motivational psychology; psychological needs serious game; virtual reality; machine learning; motivational psychology; psychological needs
Show Figures

Figure 1

MDPI and ACS Style

Giglioli, I.A.C.; Carrasco-Ribelles, L.A.; Parra, E.; Marín-Morales, J.; Alcañiz Raya, M. An Immersive Serious Game for the Behavioral Assessment of Psychological Needs. Appl. Sci. 2021, 11, 1971. https://doi.org/10.3390/app11041971

AMA Style

Giglioli IAC, Carrasco-Ribelles LA, Parra E, Marín-Morales J, Alcañiz Raya M. An Immersive Serious Game for the Behavioral Assessment of Psychological Needs. Applied Sciences. 2021; 11(4):1971. https://doi.org/10.3390/app11041971

Chicago/Turabian Style

Giglioli, Irene Alice Chicchi, Lucia A. Carrasco-Ribelles, Elena Parra, Javier Marín-Morales, and Mariano Alcañiz Raya. 2021. "An Immersive Serious Game for the Behavioral Assessment of Psychological Needs" Applied Sciences 11, no. 4: 1971. https://doi.org/10.3390/app11041971

Find Other Styles
Note that from the first issue of 2016, MDPI journals use article numbers instead of page numbers. See further details here.

Article Access Map by Country/Region

1
Back to TopTop