Using a virtual serious game (Deusto-e-motion1.0) to assess the theory of mind in primary school children: observational descriptive study

dc.contributor.authorLázaro Pérez, Esther
dc.contributor.authorAmayra Caro, Imanol
dc.contributor.authorLópez Paz, Juan Francisco
dc.contributor.authorMartínez, Óscar
dc.contributor.authorPérez Álvarez, Manuel
dc.contributor.authorBerrocoso Cascallana, Sarah
dc.contributor.authorAl-Rashaida, Mohammad Ali Hussein
dc.contributor.authorGarcía Martín, Maitane
dc.contributor.authorLuna Ovalle, Paula
dc.contributor.authorPérez Núñez, Paula
dc.contributor.authorRodríguez Bermejo, Alicia Aurora
dc.contributor.authorFernández, Paula
dc.contributor.authorParada Fernández, Pamela
dc.contributor.authorOliva Macías, Mireia
dc.date.accessioned2025-10-03T11:29:57Z
dc.date.available2025-10-03T11:29:57Z
dc.date.issued2020-04-02
dc.date.updated2025-10-03T11:29:57Z
dc.description.abstractBackground: Given the interactive media characteristics and intrinsically motivating appeal, virtual serious games are often praised for their potential for assessment and treatment. Objective: 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. Methods: 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. Results: 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. Conclusions: 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.en
dc.identifier.citationLázaro, E., Amayra, I., López-Paz, J. F., Martínez, O., Alvarez, M. P., Berrocoso, S., Al-Rashaida, M., García, M., Luna, P., Pérez-Núñez, P., Rodriguez, A. A., Fernández, P., Fernández, P. P., & Oliva-Macías, M. (2020). Using a virtual serious game (Deusto-e-motion1.0) to assess the theory of mind in primary school children: observational descriptive study. JMIR Serious Games, 8(2). https://doi.org/10.2196/12971
dc.identifier.doi10.2196/12971
dc.identifier.eissn2291-9279
dc.identifier.urihttps://hdl.handle.net/20.500.14454/3850
dc.language.isoeng
dc.publisherJMIR Publications Inc.
dc.rights©Esther Lázaro, Imanol Amayra, Juan Francisco López-Paz, Oscar Martínez, Manuel Pérez Alvarez, Sarah Berrocoso, Mohammad Al-Rashaida, Maitane García, Paula Luna, Paula Pérez-Núñez, Alicia Aurora Rodriguez, Paula Fernández, Pamela Parada Fernández, Mireia Oliva-Macías
dc.subject.otherChildren
dc.subject.otherFacial emotion recognition
dc.subject.otherSerious game
dc.subject.otherTheory of mind
dc.titleUsing a virtual serious game (Deusto-e-motion1.0) to assess the theory of mind in primary school children: observational descriptive studyen
dc.typejournal article
dcterms.accessRightsopen access
oaire.citation.issue2
oaire.citation.titleJMIR Serious Games
oaire.citation.volume8
oaire.licenseConditionhttps://creativecommons.org/licenses/by/4.0/
oaire.versionVoR
Archivos
Bloque original
Mostrando 1 - 1 de 1
Cargando...
Miniatura
Nombre:
lazaro_using_2020.pdf
Tamaño:
1.37 MB
Formato:
Adobe Portable Document Format
Colecciones