Content and face validity in virtual reality with children: a validation in five steps+1 of a wheelchair basketball game
dc.contributor.author | Ceberio, Imanol | |
dc.contributor.author | Al-Rashaida, Mohammad Ali Hussein | |
dc.contributor.author | García Martín, Maitane | |
dc.contributor.author | López Paz, Juan Francisco | |
dc.contributor.author | Salgueiro, Monika | |
dc.contributor.author | Passi, Nicole | |
dc.contributor.author | Pavel, Humberto | |
dc.contributor.author | Amayra Caro, Imanol | |
dc.date.accessioned | 2025-06-04T08:37:48Z | |
dc.date.available | 2025-06-04T08:37:48Z | |
dc.date.issued | 2024 | |
dc.date.updated | 2025-06-04T08:37:48Z | |
dc.description.abstract | Objective: The present study is aimed to elaborate and determinate the content and face validity of a virtual reality program attending the perspective of children. This simulation is designed to promote empathy and understanding towards children with motor disabilities through adapted sport scenes. This study proposed a validation approach with six phases to assess technical and aesthetic aspects. Method: Sample: a) Content validity study, 20 children (11–18 years old) were recruited as lay and content experts, who assessed the properties of grade of realism and physical fidelity of wheelchair basketball scenarios. b) Face validity study, 395 children were recruited as lay experts and divided into two groups (7–9 years old and 10–12 years old), or into ten subgroups according to Age × Gender interaction. The face validity sample assessed the psychological fidelity and the presence of wheelchair basketball scenarios. Instruments: Virtual Reality Content Validity Questionnaire, GAMEX questionnaire and Simulator Sickness Questionnaire (SSQ). Results: The content validity study showed preference for technical aspects (music, colors and degree of realism). Therefore, modifications in the design were made. In the content validity study, the high agreement level was influenced by previous sport experiences. In the face validity study, the cognitive development of children determined the differences in agreement levels in some virtual properties (absorption and cybersickness). In this sixth step, the ages 7–8 years versus 10–11 years showed significant differences in validity. The study also criticized the face validity cut-offs often used in adult-focused research, emphasizing the need to adapt them for children´s developmental stages. Conclusion: This study proposes a sixth step not traditionally included in content and face validity processes, specially focusing on the child user. The suitability of content and scenes should follow the same principles of standardization as other methodologies, such as psychometric tests, considering age and gender. | en |
dc.description.sponsorship | This study has been supported by the “Plan de Recuperación, Transformación y Resilicencia” within the project “Ayudas europeas a proyectos de investigación aplicada a la (AFBS) y la medicina deportiva,” funded by the European Union – NextGenerationEU (proyect number EXP_74959). Ministerio de Cultura y Deporte (Spain) | en |
dc.identifier.citation | Ceberio, I., Al-Rashaida, M., García, M., Lopez Paz, J. F., Salgueiro, M., Passi, N., Pavel, H., & Amayra, I. (2024). Content and face validity in virtual reality with children: a validation in five steps+1 of a wheelchair basketball game. Frontiers in Virtual Reality, 5. https://doi.org/10.3389/FRVIR.2024.1505630 | |
dc.identifier.doi | 10.3389/FRVIR.2024.1505630 | |
dc.identifier.eissn | 2673-4192 | |
dc.identifier.uri | http://hdl.handle.net/20.500.14454/2931 | |
dc.language.iso | eng | |
dc.publisher | Frontiers Media SA | |
dc.rights | © 2025 Ceberio, Al-Rashaida, García, Lopez Paz, Salgueiro, Passi, Pavel and Amayra | |
dc.subject.other | Children | |
dc.subject.other | Content validity | |
dc.subject.other | Experts | |
dc.subject.other | Face validity | |
dc.subject.other | Virtual reality | |
dc.title | Content and face validity in virtual reality with children: a validation in five steps+1 of a wheelchair basketball game | en |
dc.type | journal article | |
dcterms.accessRights | open access | |
oaire.citation.title | Frontiers in Virtual Reality | |
oaire.citation.volume | 5 | |
oaire.licenseCondition | https://creativecommons.org/licenses/by/4.0/ | |
oaire.version | CVoR |
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