2021
DOI: 10.3390/app11020825
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An Immersive Virtual Reality Game for Predicting Risk Taking through the Use of Implicit Measures

Abstract: Risk taking (RT) measurement constitutes a challenge for researchers and practitioners and has been addressed from different perspectives. Personality traits and temperamental aspects such as sensation seeking and impulsivity influence the individual’s approach to RT, prompting risk-seeking or risk-aversion behaviors. Virtual reality has emerged as a suitable tool for RT measurement, since it enables the exposure of a person to realistic risks, allowing embodied interactions, the application of stealth assessm… Show more

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Cited by 8 publications
(7 citation statements)
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References 92 publications
(124 reference statements)
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“…The VR task successfully discriminated between low-risk and high-risk individuals. 33 However, the SSMT has not been validated in clinical settings. Similarly, speech analysis has not been sufficiently studied as an ecological measure for analysing impulsivity in mental healthcare settings.…”
Section: Aims and Hypothesesmentioning
confidence: 99%
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“…The VR task successfully discriminated between low-risk and high-risk individuals. 33 However, the SSMT has not been validated in clinical settings. Similarly, speech analysis has not been sufficiently studied as an ecological measure for analysing impulsivity in mental healthcare settings.…”
Section: Aims and Hypothesesmentioning
confidence: 99%
“…42 43 Eye movement and electrodermal activity are a part of the SSMT VR task that was incorporated in the latest updates of the task to improve the general scores of the VR task. 33 As such, they will not be analysed separately from the VR task.…”
Section: Vr Environmentmentioning
confidence: 99%
See 1 more Smart Citation
“…Furthermore, in leadership studies, ML has been used to identify traits that define the leadership role ( Doornenbal et al, 2021 ) and measure personality traits ( Hrazdil et al, 2020 ). The use of ML techniques for implicit measures gathered within virtual environments has occurred primarily in clinical psychology ( Alcañiz Raya et al, 2020a , b ) and less in organisational situations ( De-Juan-Ripoll et al, 2021 ).…”
Section: Introductionmentioning
confidence: 99%
“…In this study, the analysis was performed based on post-interviews conducted after the VR experience [17]. A second study explored the impact of impulsivity on risky decisions through an immersive virtual reality game and physiological signals [66]. A third used self-assessment to investigate the impact of risky environments on the emerged level of impulsivity and sensation-seeking [67].…”
Section: Introductionmentioning
confidence: 99%