2022
DOI: 10.1111/ijsa.12369
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Virtual reality assessments (VRAs): Exploring the reliability and validity of evaluations in VR

Abstract: Virtual reality (VR) is a potential assessment format for constructs dependent on certain perceptual characteristics (e.g., realistic environment and immersive experience). The purpose of this series of studies was to explore methods of evaluating reliability and validity evidence for virtual reality assessments (VRAs) when compared with traditional assessments. We intended to provide the basis of a framework on how to evaluate VR assessments given that there are important fundamental differences to VR assessm… Show more

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Cited by 19 publications
(16 citation statements)
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References 114 publications
(126 reference statements)
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“…Their results show that, as with the original version, the associations with the Big Five measured with a conventional test are modest, and there are no significant differences between the two versions of the game. We also include herein the work of Sanchez et al (2022) , who use playful games to evaluate sensation-seeking, height aversion, and risk-taking, only finding a relationship between the game scores when evaluating the first two constructs and openness to experience. The latest study on construct validity, specifically on personality, offers unfavorable results: Wu et al (2022) develop two game-based assessments to evaluate facets of conscientiousness but which really assess cognitive ability and the remaining Big Five.…”
Section: Resultsmentioning
confidence: 99%
See 3 more Smart Citations
“…Their results show that, as with the original version, the associations with the Big Five measured with a conventional test are modest, and there are no significant differences between the two versions of the game. We also include herein the work of Sanchez et al (2022) , who use playful games to evaluate sensation-seeking, height aversion, and risk-taking, only finding a relationship between the game scores when evaluating the first two constructs and openness to experience. The latest study on construct validity, specifically on personality, offers unfavorable results: Wu et al (2022) develop two game-based assessments to evaluate facets of conscientiousness but which really assess cognitive ability and the remaining Big Five.…”
Section: Resultsmentioning
confidence: 99%
“…The game scores show a moderate association with a situational judgment test. Sanchez et al (2022) examine whether a playful game of virtual reality can be used to evaluate emotional intelligence, finding a moderate relationship with a conventional test. In fact, the associations with measures of personality turned out to be higher than the associations with emotional intelligence.…”
Section: Resultsmentioning
confidence: 99%
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“…Over the last decade, multiple studies have used VR environments to evoke emotional reactions [ 22 , 37 ]. Eye tracking [ 38 ], questionnaires [ 39 ], and respiration signals and ECG [ 40 ] are the most common measures used to assess stress in VR-related studies, while EEG has seldom been used [ 41 ]. One key explanation for this is that the combination of an EEG and a VR headset is not easily achievable due to device placement overlapping restrictions.…”
Section: Discussionmentioning
confidence: 99%