A brand new study has revealed that videogames, when used as a part of an emotional intelligence training program, may also help teenagers evaluate, express, and manage their own emotions spontaneously after the training. The study design, interpretation of results, and implications of those findings are published in Games for Health Journal, a peer-reviewed publication from Mary Ann Liebert, Inc. publishers.
The article entitled “Can Videogames Be Used to Promote Emotional Intelligence in Teenagers? Results from EmotivaMente, a School Program” was coauthored by Claudia Carissoli and Daniela Villani, Università Cattolica del Sacro Cuore (Milan, Italy). The researchers developed an emotional intelligence training program that built-in videogames as expertise-based were mostly studying tools. The experimental group of teenagers participated in eight sessions, and their emotional competence was evaluated earlier than starting the program, at the end of the training, and three months later. The researchers provide suggestions for future analysis based on the results of this research.
Games for health have been designed to deal with an increasing variety of issues. A comparatively new health concern is emotional intelligence, which has implications for numerous health issues, together with coping with stress, says Tom Baranowski, Ph.D., Editor-in-Chief of Video games for Health Journal, from USDA/ARS Children’s Nutrition Research Center, and Department of Pediatrics, Baylor College of Medicine, Houston, TX. Carissoli and Villani created a videogame, EmotivaMente, to boost emotional intelligence amongst adolescents, maybe the group that would benefit most. Their preliminary analysis indicated that enjoying the sport enhanced the scholars’ evaluation and expression of feelings. This is an essential first step in designing a game to study to manage emotions. While the influence was restricted, additional enhancements to the game might have substantial further results.