2019
DOI: 10.1089/g4h.2018.0148
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Can Videogames Be Used to Promote Emotional Intelligence in Teenagers? Results from EmotivaMente, a School Program

Abstract: Objective: To carry out and investigate the effectiveness of an emotional intelligence (EI) training based on the EI ability model, using videogames as experience-based learning tools to increase EI abilities in adolescents. Materials and Methods: A pre-/post-test/follow-up quasi-experimental design was used with an experimental and a control group (121 adolescents, 15.7% boys, mean age of 14.1 years). The training called ''Emotiva-Mente'' consisted of eight sessions lasting 1.5 hours each, conducted with six … Show more

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Cited by 27 publications
(11 citation statements)
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“…However, use of Internet and digital solutions by youth is increasing worldwide, providing cost-effective opportunities for reaching this population with the delivery of self-help educational programs. Also, recent studies support our findings, showing that digital interventions based on chatbots or videogames can be highly engaging, improve well-being, and reduce stress for this population and for nonclinical populations [19][20][21].…”
Section: Principal Findingssupporting
confidence: 88%
“…However, use of Internet and digital solutions by youth is increasing worldwide, providing cost-effective opportunities for reaching this population with the delivery of self-help educational programs. Also, recent studies support our findings, showing that digital interventions based on chatbots or videogames can be highly engaging, improve well-being, and reduce stress for this population and for nonclinical populations [19][20][21].…”
Section: Principal Findingssupporting
confidence: 88%
“…In addition, an interesting 6-week EmotivaMente training intervention based on a range of 13 commercial video games has been recently developed and incorporated with school training for adolescents by Carissoli and Villani [ 77 ]. Although the study failed to show improvements in emotional intelligence outcomes and the use of adaptive emotion regulation strategies post training, participants showed improvements in cognitive reappraisal and the expression of emotions in relation to the self.…”
Section: New Perspective: the Case For Commercial Video Gamesmentioning
confidence: 99%
“…If this influence is confirmed, preventive interventions could focus on sustaining adolescent's emotional competencies, also by taking advantages of new methods and tools, such as video games and mobile applications aimed at helping adolescents in managing their affective states. 55,56…”
Section: Discussionmentioning
confidence: 99%