| Literature DB >> 35126234 |
Hamza Zarglayoun1,2, Juliette Laurendeau-Martin1, Ange Tato3, Evelyn Vera-Estay4, Aurélie Blondin1,2, Arnaud Lamy-Brunelle2, Sameh Chaieb5, Frédérick Morasse1, Aude Dufresne5, Roger Nkambou3, Miriam H Beauchamp1,2.
Abstract
BACKGROUND: Social cognition and competence are a key part of daily interactions and essential for satisfying relationships and well-being. Pediatric neurological and psychological conditions can affect social cognition and require assessment and remediation of social skills. To adequately approximate the complex and dynamic nature of real-world social interactions, innovative tools are needed. The aim of this study was to document the performance of adolescents on two versions of a serious video game presenting realistic, everyday, socio-moral conflicts, and to explore whether their performance is associated with empathy or sense of presence, factors known to influence social cognition.Entities:
Keywords: adolescence; assessment; empathy; intervention; moral reasoning; neuropsychology; presence; serious video games
Year: 2022 PMID: 35126234 PMCID: PMC8815380 DOI: 10.3389/fpsyg.2021.767596
Source DB: PubMed Journal: Front Psychol ISSN: 1664-1078
Participants’ sociodemographic characteristics.
| Characteristics | Valid N | Mean or N | SD or% | Statistical comparison between groups |
| Age | 57 | 14.4 | 1.4 | |
| Sex | 57 | Fisher’s Exact Test odds ratio = 1.59, | ||
| Female | 27 | 47.4 | ||
| Male | 30 | 52.6 | ||
| Ethnic background | 48 | χ | ||
| North America | 14 | 24.6 | ||
| Europe | 5 | 8.8 | ||
| Asia | 15 | 26.3 | ||
| North Africa and Middle East | 3 | 5.3 | ||
| Latin America | 6 | 10.5 | ||
| Subsaharan Africa | 5 | 8.8 | ||
| Education level (father) | 39 | χ | ||
| Elementary | 0 | 0.0 | ||
| High school | 4 | 7.0 | ||
| Cegep (college) | 9 | 15.8 | ||
| Bachelor’s | 16 | 28.1 | ||
| Master’s | 6 | 10.5 | ||
| Doctorate | 4 | 7.0 | ||
| Education level (mother) | 43 | χ2(5) = 7.15, p = 0.21 | ||
| Elementary | 1 | 1.8 | ||
| High school | 4 | 7.0 | ||
| Cegep (college) | 8 | 14.0 | ||
| Bachelor’s | 17 | 29.8 | ||
| Master’s | 11 | 19.3 | ||
| Doctorate | 2 | 3.5 |
FIGURE 1Schematic representation of the sequence for one dilemma in the MorALERT game. (A) Evaluative version: the structure and coded are comparable to the original SoMoral task. Coding of justifications is performed manually. Players can consult with avatar friends to hear how they reason and indicate whether they agree (thumbs up) or disagree (thumbs down) with their reasoning, however, no feedback or reinforcement is provided. (B) Adaptive version: The overall structure of the dilemmas is comparable to the original SoMoral task; however, justifications are coded automatically in order to provide tailored feedback in the form of “likes” and audio learning/reinforcement messages based on moral maturity stage. After consulting with avatar friends to hear their reasoning about the dilemma, players and indicate whether they agree (thumbs up) or disagree (thumbs down) with their reasoning and obtain “friends” when they agree with a moral reasoning stage that is comparable or higher than their own. Screen captures from the MorALERT game. (C) The player, seen in the third-person perspective, faces five avatar friends. In both the evaluative and AVs, using the keyboard arrows, the player can consult each of the friends who will provide their own reasoning to the dilemma in the form of audio sound files. (D) In the AV, when the player agrees with friend justifications that are equal or higher maturity than their own response, they gain a “friend.” The left bottom screen shows the number of friends and number of likes and dislikes accumulated in the game.
Age and results on measures of interest according to group (evaluative and adaptive versions of MorALERT).
| Evaluative version | Adaptive version | |||||||
| Scores | M | SD | Range | n | M | SD | Range | n |
| Age | 14.46 | 1.35 | 12.00—17.00 | 24 | 14.33 | 1.36 | 12.00—17.00 | 33 |
| IQ | 104.67 | 10.07 | 89.00—128.00 | 15 | 110.0 | 10.39 | 89.00—123.00 | 28 |
| ITC-SOPI | 3.91 | 0.79 | 2.25—5.50 | 24 | 3.93 | 0.67 | 2.38—5.00 | 31 |
| Pre-test SMR (So-Moral) | 2.36 | 0.77 | 1.00—3.67 | 24 | 2.04 | 0.90 | 0.83—4.17 | 33 |
| In-Game SMR (MorALERT) | 2.57 | 0.58 | 1.61—3.89 | 24 | 2.67 | 0.56 | 1.83—3.83 | 33 |
| Post-test SMR (So-Moral) | 2.52 | 0.87 | 0.67—4.00 | 24 | 2.42 | 0.65 | 1.33—3.50 | 33 |
| IRI-Global | 3.42 | 0.39 | 2.68—3.82 | 15 | 3.33 | 0.49 | 2.00—4.07 | 32 |
| IRI-Affective | 3.26 | 0.31 | 2.71—3.71 | 15 | 3.10 | 0.47 | 1.79—4.00 | 32 |
| IRI-Cognitive | 3.57 | 0.60 | 2.43—4.36 | 15 | 3.57 | 0.63 | 2.00—4.71 | 32 |
IRI, Interpersonal Reactivity Index; ITC-SOPI, International Test Commission-Sense of Presence Inventory; SMR, Socio-moral reasoning.
FIGURE 2SMR score averages before, during and after the gameplay. As shown above, the average score of the adaptive group significantly increased from pre to in-game and that improvement was maintained to post, whilst the evaluative group’s average score stayed relatively stable throughout the experiment.