Katalog Plus
Bibliothek der Frankfurt UAS
Bald neuer Katalog: sichern Sie sich schon vorab Ihre persönlichen Merklisten im Nutzerkonto: Anleitung.
Dieses Ergebnis aus ERIC kann Gästen nicht angezeigt werden.  Login für vollen Zugriff.

Playing with Emotions: Evaluating a Serious Game to Promote Parents' Emotional Competencies within the Family Context

Title: Playing with Emotions: Evaluating a Serious Game to Promote Parents' Emotional Competencies within the Family Context
Language: English
Authors: Maria Priego-Ojeda (ORCID 0000-0003-2642-6301); Gemma Filella-Guiu (ORCID 0000-0002-0696-296X); Núria Pérez-Escoda (ORCID 0000-0001-6314-2792)
Source: Journal of Computer Assisted Learning. 2025 41(5).
Availability: Wiley. Available from: John Wiley & Sons, Inc. 111 River Street, Hoboken, NJ 07030. Tel: 800-835-6770; e-mail: cs-journals@wiley.com; Web site: https://www.wiley.com/en-us
Peer Reviewed: Y
Page Count: 18
Publication Date: 2025
Document Type: Journal Articles; Reports - Research
Education Level: Adult Education
Descriptors: Educational Games; Parent Education; Parent Attitudes; Emotional Experience; Competence; Family Environment; Video Games; Intervention; Foreign Countries; Emotional Intelligence; Stress Variables; Life Satisfaction; Parent Child Relationship; Play; Skill Development; Program Evaluation; Program Effectiveness
Geographic Terms: Spain
DOI: 10.1111/jcal.70126
ISSN: 0266-4909; 1365-2729
Abstract: 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.
Abstractor: As Provided
Entry Date: 2025
Accession Number: EJ1484240
Database: ERIC