Serious Games and Edutainment Applications 2017
DOI: 10.1007/978-3-319-51645-5_2
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The Emotion Detectives Game: Supporting the Social-emotional Competence of Young Children

Abstract: The potential of digital games to enhance learning in different areas of child development has drawn increasing interest amid growing concern about children's emotional well-being, social-emotional difficulties, and problem behaviors alongside diminishing economic resources for intervention and habilitation. However, digital games designed to promote social-emotional competence are surprisingly scarce. In this chapter, we explore children's use of the digital game Emotion Detectives (ED), designed to promote c… Show more

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Cited by 15 publications
(15 citation statements)
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“…This distinguishing mPSS feature permits the young person to make note of important preferences, in this case needs, wants, and fears, for subsequent review with friends, family, or care teams. This form of emotional notation and engagement has been linked to childhood development of emotional regulation and positive social engagement [34,35].…”
Section: Methodsmentioning
confidence: 99%
“…This distinguishing mPSS feature permits the young person to make note of important preferences, in this case needs, wants, and fears, for subsequent review with friends, family, or care teams. This form of emotional notation and engagement has been linked to childhood development of emotional regulation and positive social engagement [34,35].…”
Section: Methodsmentioning
confidence: 99%
“…SOBE Stories also allowed kindergarteners to independently complete tasks with little adult intervention, a necessary step in learning how to cope with challenges and promoting empowerment (Trice-Black et al, 2013). Furthermore, educational technology that incorporates digital role-play allowing students to experiment, fail, and try core behaviors again in a low-stakes environment, as in SOBE Stories, is identified as a promising learning tool by technology and educational experts alike (Koivula et al, 2017;Turner et al, 2016). Our results indicated that adding SOBE Stories to the Second Step curriculum resulted in greater improvement in both social skills and problematic behavior than Second Step alone as perceived by teachers.…”
Section: Discussionmentioning
confidence: 99%
“…Of course, we can not expect all studies to produce similar results. However, as Koivula et al (2017) stated, it is a known fact that the educational value of some games is very low since it lacks of principles of game-based learning and pedagogical design.…”
Section: Introductionmentioning
confidence: 99%
“…It is seen that playing violent digital games is associated with psychosocial problems such as tendency to violence (Williams et al, 2011), a decrease in positive social behavior (Greitemeyer and Mügge, 2014), attention problems (Gentile et al, 2012) and insensitivity towards violence (Montag et al, 2012). The scarcity of digital games aiming at social emotional competence (Koivula et al, 2017) shows it is not surprising. Barlett et al (2008), in a study they did on the game Mortal Kombat: Deadly Alliance, found that games including bloody scenes significantly increased the individual’s attitude towards aggression and physiological arousal.…”
Section: Introductionmentioning
confidence: 99%
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