<oai_dc:dc xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/ http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
  <dc:creator>Dell'Angela, Linda</dc:creator>
  <dc:creator>Zaharia, Alexandra</dc:creator>
  <dc:creator>Lobel, Adam</dc:creator>
  <dc:creator>Vico Begara, Ornella</dc:creator>
  <dc:creator>Sander, David</dc:creator>
  <dc:creator>Samson, Andrea C.</dc:creator>
  <dc:date>2020</dc:date>
  <dc:description xmlns:ns0="xml" ns0:lang="en">Objective: Emotional competences (EC) are important for social and academic  outcomes and positive life trajectories. Due to their social setting and tendency to  stimulate intrinsic motivation, board games may constitute efficient learning tools for  promoting socioemotional development in children. The current project therefore  aimed at developing and testing three theory-driven board games explicitly targeting  EC. First, we explored the quality of these EC games in terms of game experience,  compared to off-the-shelf games (without an EC focus). Second, we tested whether  targeted EC were linked to game experience in the EC games by measuring  associations between children’s trait EC and subjective effort and difficulty during  gameplay. Materials and Methods: Children (N = 177) aged 8–12 years old were  randomly assigned to a four-session protocol that comprised EC board games  (experimental group) or off-the-shelf board games (control group). At baseline,  participants’ trait EC (emotion recognition, differentiation, and cognitive reappraisal)  were assessed, while game experience (e.g., positive and negative affect, flow and  immersion, difficulty, and effort) was assessed after each game. Results: Both groups  perceived the games they played as positive and playable. Furthermore, regression  analyses showed that higher trait EC was linked to lower self-reported effort and  difficulty in two of the EC board games focusing on emotion recognition and  differentiation. Conclusion: The present study shows that the board games on EC  designed for children seem to elicit game experiences comparable to off-the-shelf  games. Moreover, children’s trait EC were linked to subjective game experience in two  of the three games. Future interventions should examine the potential of the novel  games to promote EC.</dc:description>
  <dc:format>application/pdf</dc:format>
  <dc:identifier>https://folia.unifr.ch/global/documents/309514</dc:identifier>
  <dc:identifier>https://folia.unifr.ch/documents/309514/files/GAMES_FOR_HEALTH_JOURNAL_2020.pdf</dc:identifier>
  <dc:language>eng</dc:language>
  <dc:relation>info:eu-repo/semantics/altIdentifier/doi/10.1089/g4h.2019.0050</dc:relation>
  <dc:rights>info:eu-repo/semantics/openAccess</dc:rights>
  <dc:rights>License undefined</dc:rights>
  <dc:source>Games For Health Journal. - 2020, vol. 9, no. 3, p. 187-196</dc:source>
  <dc:subject xmlns:ns1="xml" ns1:lang="en">Emotional competences</dc:subject>
  <dc:subject xmlns:ns2="xml" ns2:lang="en">Emotion recognition</dc:subject>
  <dc:subject xmlns:ns3="xml" ns3:lang="en">Emotion differentiation</dc:subject>
  <dc:subject xmlns:ns4="xml" ns4:lang="en">Cognitive reappraisal</dc:subject>
  <dc:subject xmlns:ns5="xml" ns5:lang="en">Play</dc:subject>
  <dc:subject xmlns:ns6="xml" ns6:lang="en">Board games</dc:subject>
  <dc:subject>info:eu-repo/classification/udc/376</dc:subject>
  <dc:title xmlns:ns7="xml" ns7:lang="en">Board Games on Emotional Competences for School-Age Children</dc:title>
  <dc:type>http://purl.org/coar/resource_type/c_6501</dc:type>
</oai_dc:dc>
