A Serious Game for Emotion Regulation in Adolescents: Player Experience and Pilot Feasibility Study

Gloria Mitmann, Vanessa Zehetner, Adam Barnard, Sylvia Doerfler, Sonja Zehetmayer, Kate Woodcock, Simon Wimmer, Beate Schrank*

*Corresponding author for this work

Research output: Contribution to journalArticlepeer-review

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Abstract

Early adolescence is a major time for friendship development, and interpersonal emotion regulation (iER) is a vital skill for social interactions. Serious games are an exciting way to engage young people with psychoeducational content. The authors developed a serious game teaching iER strategies to early adolescents in an interdisciplinary and participatory approach by working with industry professionals and including the target group throughout the development process. In a pilot feasibility study, player experience and the intended learning outcomes of emotion regulation were tested with 166 early adolescents. Results show positive player experience, with highest ratings in Usability, Personal Gratification and Enjoyment. Results about effects on emotion regulation (ER) are mixed, with personal ER increasing and iER decreasing. This shows the potential to include an engaging serious game in socio-emotional learning in schools, but also reveals several areas for improvement and the need for more rigorous testing in the future.
Original languageEnglish
Pages (from-to)1-17
Number of pages17
JournalInternational Journal of Game-Based Learning
Volume14
Issue number1
DOIs
Publication statusPublished - 1 Nov 2024

Keywords

  • Interpersonal Affect Regulation
  • Digital Intervention
  • Social-Emotional Learning
  • User Experience
  • Early Adolescence

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