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

  • 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

Research output: Contribution to journalArticlepeer-review

Abstract

Background: 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.

Original languageEnglish
Article numbere12971
JournalJMIR Serious Games
Volume8
Issue number2
DOIs
Publication statusPublished - Apr 2020
Externally publishedYes

UN SDGs

This output contributes to the following UN Sustainable Development Goals (SDGs)

  1. SDG 3 - Good Health and Well-being
    SDG 3 Good Health and Well-being

Keywords

  • Children
  • Facial emotion recognition
  • Serious game
  • Theory of mind

ASJC Scopus subject areas

  • Physical Therapy, Sports Therapy and Rehabilitation
  • Biomedical Engineering
  • Rehabilitation
  • Psychiatry and Mental health

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