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dc.contributor.authorJuan Ripoll, Carla de
dc.contributor.authorSoler Domínguez, José L.
dc.contributor.authorChicchi Giglioli, Irene Alice
dc.contributor.authorContero, Manuel
dc.contributor.authorAlcañiz, Mariano
dc.date.accessioned2026-07-01T07:48:43Z
dc.date.available2026-07-01T07:48:43Z
dc.date.issued2020
dc.identifier.citationJuan Ripoll, C. D., Soler Domínguez, J. L., Chicchi Giglioli, I. A., Contero, M., y Alcañiz, M. (2020). The Spheres & Shield Maze Task: A Virtual Reality Serious Game for the Assessment of Risk Taking in Decision Making. Cyberpsychology, Behavior, and Social Networking, 23(11), 773-781. https://doi.org/10.1089/cyber.2019.0761es
dc.identifier.issn2152-2715
dc.identifier.urihttp://hdl.handle.net/20.500.12251/4562
dc.description.abstractRisk taking (RT) is an essential component in decision-making process that depicts the propensity to make risky decisions. RT assessment has traditionally focused on self-report questionnaires. These classical tools have shown clear distance from real-life responses. Behavioral tasks assess human behavior with more fidelity, but still show some limitations related to transferability. A way to overcome these constraints is to take advantage from virtual reality (VR), to recreate real-simulated situations that might arise from performance-based assessments, supporting RT research. This article presents results of a pilot study in which 41 individuals explored a gamified VR environment: the Spheres & Shield Maze Task (SSMT). By eliciting implicit behavioral measures, we found relationships between scores obtained in the SSMT and self-reported risk-related constructs, as engagement in risky behaviors and marijuana consumption. We conclude that decontextualized Virtual Reality Serious Games are appropriate to assess RT, since they could be used as a cross-disciplinary tool to assess individuals' capabilities under the stealth assessment paradigm. © 2020 Carla de-Juan-Ripoll et al; Published by Mary Ann Liebert, Inc.es
dc.language.isoenges
dc.publisherMary Ann Liebert Inc.es
dc.rightsAttribution-NonCommercial-NoDerivatives 4.0 Internacional*
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/4.0/*
dc.titleThe Spheres & Shield Maze Task: A Virtual Reality Serious Game for the Assessment of Risk Taking in Decision Makinges
dc.typearticle
dc.identifier.doi10.1089/cyber.2019.0761
dc.identifier.urlhttps://www.scopus.com/results/results.uri?s=AU-ID%2857204604322%29&sot=aut&sdt=a&origin=AuthorProfile&src=s&sort=plf-f&limit=200&sessionSearchId=5b30b5daa170bb33e4b92da3cde7d40a
dc.issue.number11es
dc.journal.titleCyberpsychology, Behavior, and Social Networkinges
dc.page.initial773es
dc.page.final781es
dc.rights.accessRightsopenAccesses
dc.subject.keywordRealidad Virtual (RV)es
dc.subject.keywordVideojuegoses
dc.subject.keywordRiesgo percibidoes
dc.subject.unesco3305 Tecnología de la Construcciónes
dc.subject.unesco1203 Ciencia de Los Ordenadoreses
dc.subject.unesco1203.26 Simulaciónes
dc.subject.unesco1209.03 Análisis de Datoses
dc.subject.unesco6109.01 Prevención de Accidenteses
dc.volume.number23


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