2021
DOI: 10.1177/10468781211031283
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Serious Games as a Complementary Tool for Social Skill Development in Young People: A Systematic Review of the Literature

Abstract: Background The use of games for social skill development in the classroom is accelerating at a tremendous rate. At the same time, the research surrounding games designed for teaching social skills remains fragmented. This systematic review summarizes the current existing literature on social skill serious games for young people ages 5 to 19 and is the first review of serious games to note the demographic and geographic component of these studies. Method This review included papers that: evaluated a game design… Show more

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Cited by 20 publications
(16 citation statements)
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“…The acceptability and the efficacy of traditional SEL programs have been previously proven [ 4 , 6 ] as has been preliminarily proven the efficacy of SEL programs using serious games [ 25 ]. Our findings seem to concur with the relevance of combining intervention strategies, as previously noted by [ 27 ], in as much as both traditional and serious games were satisfactory. Our qualitative results provided additional support for the positive effects of the interventions on children’s satisfaction.…”
Section: Discussionsupporting
confidence: 92%
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“…The acceptability and the efficacy of traditional SEL programs have been previously proven [ 4 , 6 ] as has been preliminarily proven the efficacy of SEL programs using serious games [ 25 ]. Our findings seem to concur with the relevance of combining intervention strategies, as previously noted by [ 27 ], in as much as both traditional and serious games were satisfactory. Our qualitative results provided additional support for the positive effects of the interventions on children’s satisfaction.…”
Section: Discussionsupporting
confidence: 92%
“…The value of universal social–emotional learning-based programs for children in school contexts is well-known [ 1 , 3 , 4 , 7 ] but the usefulness of serious games as complementary tools to those programs is still rarely studied [ 27 ]. In the ‘Me and the Us of Emotions’ program, serious games were used as a complement to some sessions addressing emotions (e.g., joy, anger) with a learning purpose (e.g., identifying emotions and the related useful behaviors to cope with emotions).…”
Section: Discussionmentioning
confidence: 99%
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