Content and face validity in virtual reality with children: a validation in five steps+1 of a wheelchair basketball game
CORRECTION article
Corrigendum: Content and Face Validity in Virtual Reality with Children: A Validation in Five Steps +1 of a Wheelchair Basketball Game
Provisionally accepted- 1 Department of Psychology, Faculty of Health Sciences, University of Deusto, Bilbao, Spain
- 2 Department of Special Education (CEDU), United Arab Emirates University,, Al-Ain, United Arab Emirates
- 3 Department of Clinical and Health Psychology, and Research Methodology, Faculty of Psychology, University of the Basque Country UPV/EHU, Donostia, Spain
- 4 Sociedad Vasca de Minusválidos Bidaideak, Bilbao, Spain
Objective: The present study is aimed to elaborate and determinate the contentand face validity of a virtual reality program attending the perspective of children.This simulation is designed to promote empathy and understanding towardschildren with motor disabilities through adapted sport scenes. This studyproposed a validation approach with six phases to assess technical andaesthetic aspects.Method: Sample: a) Content validity study, 20 children (11–18 years old) wererecruited as lay and content experts, who assessed the properties of grade ofrealism and physical fidelity of wheelchair basketball scenarios. b) Face validitystudy, 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 fidelityand the presence of wheelchair basketball scenarios. Instruments: Virtual RealityContent Validity Questionnaire, GAMEX questionnaire and Simulator SicknessQuestionnaire (SSQ).Results: The content validity study showed preference for technical aspects(music, colors and degree of realism). Therefore, modifications in the design weremade. In the content validity study, the high agreement level was influenced byprevious sport experiences. In the face validity study, the cognitive developmentof children determined the differences in agreement levels in some virtualproperties (absorption and cybersickness). In this sixth step, the ages7–8 years versus 10–11 years showed significant differences in validity. Thestudy also criticized the face validity cut-offs often used in adult-focusedresearch, emphasizing the need to adapt them for children´sdevelopmental stages.Conclusion: This study proposes a sixth step not traditionally included in contentand face validity processes, specially focusing on the child user. The suitability ofcontent and scenes should follow the same principles of standardization as othermethodologies, such as psychometric tests, considering age and gender.
Keywords: Content Validity, Face validity, Children, Experts, virtual reality
Received: 15 Jan 2025; Accepted: 17 Jan 2025.
Copyright: © 2025 Ceberio, Al-Rashaida, García, Lopez Paz, Salgueiro, Passi, Nuñez Del Prado Montejo and Amayra. This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) or licensor are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.
* Correspondence:
Imanol Ceberio, Department of Psychology, Faculty of Health Sciences, University of Deusto, Bilbao, Spain
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