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The Spheres & Shield Maze Task: A Virtual Reality Serious Game for the Assessment of Risk Taking in Decision Making
Carla de-Juan-Ripoll1, José L Soler-Domínguez1, Irene Alice Chicchi Giglioli1
1Instituto de Investigación e Innovación en Bioingeniería (i3B), Universitat Politècnica de València, Valencia, Spain.
Cyberpsychology, Behavior and Social Networking
|August 27, 2020
Summary
Virtual reality (VR) offers a novel way to assess risk-taking (RT) behaviors. A pilot study using the Spheres & Shield Maze Task (SSMT) in VR showed this method effectively measures RT and relates to real-world risk factors.
Area of Science:
- Psychology
- Human-Computer Interaction
- Behavioral Science
Background:
- Traditional risk-taking (RT) assessments rely on self-report questionnaires, which lack real-life fidelity.
- Behavioral tasks offer better accuracy but face limitations in transferability to real-world scenarios.
- Virtual reality (VR) presents an opportunity to simulate real-life situations for more authentic behavioral assessments.
Purpose of the Study:
- To evaluate the efficacy of a gamified VR environment, the Spheres & Shield Maze Task (SSMT), for assessing risk-taking behaviors.
- To explore the relationship between implicit behavioral measures in VR and self-reported risk-related constructs.
- To determine if VR serious games can serve as a cross-disciplinary tool for stealth assessment of individual capabilities.
Main Methods:
- A pilot study involving 41 participants was conducted using the Spheres & Shield Maze Task (SSMT), a gamified VR environment.
- Implicit behavioral measures were collected within the VR simulation.
- Data from the VR task were correlated with self-reported measures of risk-related constructs.
Main Results:
- The study found significant relationships between scores obtained in the SSMT and self-reported risk-related constructs.
- Specifically, VR-based RT measures correlated with engagement in risky behaviors and marijuana consumption.
- These findings suggest VR can elicit meaningful behavioral data relevant to risk propensity.
Conclusions:
- Decontextualized Virtual Reality Serious Games, like the SSMT, are suitable for assessing risk-taking.
- VR offers a promising approach for stealth assessment of individual capabilities in a controlled, simulated environment.
- This methodology holds potential as a cross-disciplinary tool for behavioral research and assessment.

