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...

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Publicado en:Journal of Computer Assisted Learning Vol. 41; no. 5; pp. 1 - 19
Autores principales: Priego‐Ojeda, Maria, Filella‐Guiu, Gemma, Pérez‐Escoda, Núria
Formato: pictorial research tables/charts randomized controlled trial Journal Article
Publicado: Wiley-Blackwell Oct2025
Acceso en línea:Ver este registro en EBSCOhost
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      dt: Oct2025
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      pub: Wiley-Blackwell
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        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
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