An Immersive Serious Game for the Behavioral Assessment of Psychological Needs
Source abstract
Abstract
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.
Source: crossref · Quality: baseline
Research context
OpenAlex topics: Death Anxiety and Social Exclusion · Behavioral Health and Interventions · Psychological and Temporal Perspectives Research
SciVX discovery tags are terminology-based. OpenAlex topics are source-provided classifications.
Affiliations
Institute for Research and Innovation in Bioengineering (i3B), Polytechnic University of Valencia, 46022 Valencia, Spain
Funding
Spanish Ministry of Economy, Industry and Competitiveness
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