This site is intended for Healthcare professionals only.
×

Bright side of videogames- May promote emotional intelligence in teenagers


Bright side of videogames- May  promote emotional intelligence in teenagers

Video Games are supposed to be distracting and are known to be harmful to children.But there is a brighter side to  use of vide games also.

A new study has shown that videogames, when used as part of an emotional intelligence training program, can help teenagers evaluate, express, and manage their own emotions immediately after the training. The study design, interpretation of results, and implications of these findings are published in Games for Health Journal, a peer-reviewed publication from Mary Ann Liebert, Inc. publishers. Click here to read the full-text article free on the Games for Health Journal website through August 15, 2019.

The article entitled “Can Videogames Be Used to Promote Emotional Intelligence in Teenagers? Results from EmotivaMente, a School Program” was coauthored by Claudia Carissoli and Daniela Villani, Università Cattolica del Sacro Cuore (Milan, Italy). The researchers developed an emotional intelligence training program that integrated videogames as experience-based learning tools. The experimental group of teenagers participated in eight sessions and their emotional competency was evaluated before beginning the program, at the end of the training, and three months later. The researchers provide recommendations for future research based on the results of this study.

“Games for health have been designed to address an increasing variety of issues. A relatively new health issue is emotional intelligence, which has implications for various health problems, including coping with stress,” says Tom Baranowski, PhD, Editor-in-Chief of Games for Health Journal, from USDA/ARS Children’s Nutrition Research Center, and Department of Pediatrics, Baylor College of Medicine, Houston, TX. “Carissoli and Villani created a videogame, EmotivaMente, to enhance emotional intelligence among adolescents, perhaps the group that could benefit most. Their preliminary evaluation indicated that playing the game enhanced the students’ evaluation and expression of emotions. This is an important first step in designing a game to learn to manage emotions. While the impact was limited, further enhancements to the game may have substantial additional effects. Stay tuned!”

For more details click on the link: http://dx.doi.org/10.1089/g4h.2018.0148 


Source: self

Share your Opinion Disclaimer

Sort by: Newest | Oldest | Most Voted