Lázaro Esther, Amayra Imanol, López-Paz Juan Francisco, Martínez Oscar, Pérez Alvarez Manuel, Berrocoso Sarah, Al-Rashaida Mohammad, García Maitane, Luna Paula, Pérez-Núñez Paula, Rodriguez Alicia Aurora, Fernández Paula, Parada Fernández Pamela, Oliva-Macías Mireia
University of Deusto, Bilbao, Spain.
JMIR Serious Games. 2020 Apr 2;8(2):e12971. doi: 10.2196/12971.
Given the interactive media characteristics and intrinsically motivating appeal, virtual serious games are often praised for their potential for assessment and treatment.
This study aims to validate and develop normative data for a virtual serious game (Deusto-e-motion1.0) for the evaluation of emotional facial expression recognition and social skills, both of which are components of the theory of mind.
A total of 1236 children took part in the study. The children were classified by age (8-12 years old), gender (males=639, females=597), and educational level (between the third and sixth years of Primary Education). A total of 10 schools from the Basque Country and 20 trained evaluators participated in this study.
Differences were found in Deusto-e-motion1.0 scores between groups of children depending on age and gender. Moreover, there was a moderately significant correlation between the emotional recognition scores of Deusto-e-motion1.0 and those of the Feel facial recognition test.
Deusto-e-motion1.0 shows concurrent validity with instruments that assess emotional recognition. Results support the adequacy of Deusto-e-motion1.0 in assessing components of the theory of mind in children.
鉴于交互式媒体的特性和内在的激励吸引力,虚拟严肃游戏因其在评估和治疗方面的潜力而常受到赞誉。
本研究旨在验证并建立一款用于评估面部表情识别和社交技能的虚拟严肃游戏(Deusto-e-motion1.0)的常模数据,这两者都是心理理论的组成部分。
共有1236名儿童参与了这项研究。这些儿童按年龄(8至12岁)、性别(男性=639人,女性=597人)和教育水平(小学三年级至六年级)进行分类。来自巴斯克地区的10所学校和20名经过培训的评估人员参与了本研究。
根据年龄和性别分组的儿童在Deusto-e-motion1.0分数上存在差异。此外,Deusto-e-motion1.0的情绪识别分数与面部表情识别测试的分数之间存在中度显著相关性。
Deusto-e-motion1.0与评估情绪识别的工具具有同时效度。结果支持Deusto-e-motion1.0在评估儿童心理理论组成部分方面的适用性。