Playing With Emotions: Evaluating a Serious Game to Promote Parents' Emotional Competencies Within the Family Context.
Background: Video games can be innovative, educational and therapeutic tools that have demonstrated positive outcomes in enhancing emotional skills. Many of these programmes have shown benefits in improving children and adolescents' emotional competencies, but there is a lack of research evidence on...
| Publicado en: | Journal of Computer Assisted Learning Vol. 41; no. 5; pp. 1 - 19 |
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| Autores principales: | , , |
| Formato: | pictorial research tables/charts randomized controlled trial Journal Article |
| Publicado: |
Wiley-Blackwell
Oct2025
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| Acceso en línea: | Ver este registro en EBSCOhost |
| fields | @attributes: recordID: 1 pdfLink: plink: https://search.ebscohost.com/login.aspx?direct=true&db=ccm&AN=188234223&site=ehost-live header: @attributes: shortDbName: ccm uiTerm: 188234223 longDbName: CINAHL Complete uiTag: AN controlInfo: bkinfo: dissinfo: jinfo: jid: 02664909 6M1 jtl: Journal of Computer Assisted Learning issn: 02664909 maglogo: Y pubinfo: dt: Oct2025 vid: 41 iid: 5 pid: 480 pub: Wiley-Blackwell place: Malden, Massachusetts artinfo: ui: 188234223 188234223 188234223 10.1111/jcal.70126 188234223 ppf: 1 ppct: 18 formats: tig: atl: Playing With Emotions: Evaluating a Serious Game to Promote Parents' Emotional Competencies Within the Family Context. aug: au: Priego‐Ojeda, Maria Filella‐Guiu, Gemma Pérez‐Escoda, Núria affil: Department of Educational Sciences, University of Lleida, Lleida, Spain sug: subj: Parents Psychosocial Factors Emotional Regulation Evaluation Stress, Psychological Evaluation Personal Satisfaction Evaluation Video Games Evaluation Gamification Human Spain Male Female Adult Middle Age Funding Source Randomized Controlled Trials Random Assignment Quasi-Experimental Studies Pretest-Posttest Control Group Design Parent-Child Relations Psychological Well-Being Child Students, Elementary Family Conflict Role Playing Questionnaires Relaxation Techniques Scales Analysis of Variance Analysis of Covariance T-Tests Content Analysis Adult: 19-44 years Middle Aged: 45-64 years Child: 6-12 years Male Female ab: Background: Video games can be innovative, educational and therapeutic tools that have demonstrated positive outcomes in enhancing emotional skills. Many of these programmes have shown benefits in improving children and adolescents' emotional competencies, but there is a lack of research evidence on programmes that aim to intervene within the family context, putting the focus directly on parents. Objectives: The present study aimed to evaluate the efficacy of Happy for Families, a serious game developed to work on families' emotional competencies. Methods: A total of 129 Spanish parents, aged 34–60 (83.7% women), were evaluated to explore pretest and posttest measures of the competencies of emotional awareness and regulation, cognitive emotion regulation strategies, parental stress and life satisfaction. Parents were divided into three groups: parents who played with their children (PC), parents who played alone (P) and a control group. Results and Conclusions: The results evidenced that after the interaction with Happy for Families, the PC group reported increments in emotional awareness and regulation, as well as in the use of refocus on planning and positive reappraisal strategies compared to the P and the control group. No significant differences were found related to parental stress and satisfaction. Although future implementations of the video game would need to work on increasing the engagement of parents individually and not only in interaction with their children, these findings suggest that video games can be promising and easy‐to‐use tools to nurture parents' emotional competencies within the family setting. pubtype: Academic Journal doctype: pictorial research tables/charts randomized controlled trial Journal Article ougenre: Article language: English refInfo: holdings: @attributes: islocal: N |
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