2020
DOI: 10.1089/cyber.2019.0761
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The Spheres & Shield Maze Task: A Virtual Reality Serious Game for the Assessment of Risk Taking in Decision Making

Abstract: Risk 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 m… Show more

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Cited by 13 publications
(15 citation statements)
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“…This result seems surprising, since it was expected that the use of the shield would be a somewhat more revealing variable in terms of the behaviors of the subjects, which would add richness to the predictive models of a greater number of variables. In the SSMT [58], the use of the shield was related to subdimensions of impulsivity and sensation seeking, for which similar results were expected in the predictive models of the present article. One possible reason could be that participants did not fully understand the mechanics of the shield and did not use it enough to reflect certain behavioral patterns.…”
Section: Impulsivity Recognitionsupporting
confidence: 84%
See 3 more Smart Citations
“…This result seems surprising, since it was expected that the use of the shield would be a somewhat more revealing variable in terms of the behaviors of the subjects, which would add richness to the predictive models of a greater number of variables. In the SSMT [58], the use of the shield was related to subdimensions of impulsivity and sensation seeking, for which similar results were expected in the predictive models of the present article. One possible reason could be that participants did not fully understand the mechanics of the shield and did not use it enough to reflect certain behavioral patterns.…”
Section: Impulsivity Recognitionsupporting
confidence: 84%
“…This variable appears as important in the classification of the subjects in the variables of thrill and adventure seeking and disinhibition, both belonging to the dimension of sensation seeking. This variable was also measured in the previous version of AEMIN [58], and significant correlations were obtained with almost all sensation seeking subdimensions, so our results in both articles seem to be consistent. Covering a greater distance in AEMIN could be interpreted as a greater interest in exploring different areas of the maze, which could be related to the variables thrill and adventure seeking and disinhibition, since both of them are reflected in high engagement in activities that generate new sensations and in rule-breaking behaviors [21].…”
Section: Impulsivity Recognitionsupporting
confidence: 82%
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“…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]. Although using VR in studies of consumer behavior is trending, to our knowledge, no research has been made to investigate and recognize the impacts of impulsivity on shopping behavior using virtual behavior tracking.…”
Section: Introductionmentioning
confidence: 99%