Abstract

BackgroundGiven the interactive media characteristics and intrinsically motivating appeal, virtual serious games are often praised for their potential for assessment and treatment.ObjectiveThis 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.MethodsA 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.ResultsDifferences 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.ConclusionsDeusto-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.

Highlights

  • Serious games represent a growing area of computer applications used to improve or evaluate different skills

  • The results of this study revealed that the use of the program significantly improves emotional recognition skills in adults with autistic spectrum conditions

  • The present study evaluated a new program, Deusto-e-motion1.0, which was developed to assess and train components of the theory of mind in children between the ages of 8-11 years old

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Summary

Introduction

Serious games represent a growing area of computer applications used to improve or evaluate different skills. They are appealing, interactive, enhance ecological validity, and allow players to take on realistic roles to cope with problems and to make decisions [1,2]. But they can be educational [3]. Virtual and mixed realities present the possibility of creating new, immersive, and motivational places where patients can be evaluated and trained while playing [5]. Given the interactive media characteristics and intrinsically motivating appeal, virtual serious games are often praised for their potential for assessment and treatment

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