journal article·2024-07-11Open access

“The Park of Emotions”: A Serious Game for the Development of Emotional Intelligence in Children

Chara Papoutsi, Athanasios Drigas, Charalabos Skianis, Constantine Skordoulis, Marios Pappas

Applied Sciences· Volume 14· Issue 14

Abstract

The potential of digital games to enhance learning in various areas of child development has attracted increasing interest in children’s emotional well-being and social–emotional difficulties. The present serious game named “The Park of Emotions” was based on the nine-level pyramid model of emotional intelligence, had conceptual relevance to the questions of a new emotional intelligence scale, and served as an intervention tool. The aim was to experimentally evaluate to what extent the serious game “The Park of Emotions” improved children’s emotional intelligence through the improvised scale measuring the emotional intelligence of children aged 9–12. The study was conducted on a group of 436 children aged 9–10 years, 4th grade. To assess the impact of the program, an analysis of variance (ANOVA) was conducted on the experimental group and the control group at the pre-test stage, as well as an analysis of covariance (ANCOVA post-test). The results for the post-intervention ANCOVA confirmed the existence of significant differences between the groups, as participants in the experimental group had significantly higher scores compared to participants in the control group on the total score and individual subscales. Furthermore, ANCOVA results confirmed that the intervention had a similar positive effect for both sexes. Consequently, this study experimentally validates an effective intervention tool, highlighting the importance of implementing digital games aimed at improving emotional intelligence and emotional skills throughout childhood and preadolescence. “The Park of Emotions” could be considered a useful serious game that affects personal, emotional, and social factors.
Source: crossref · Quality: baseline

Research context

OpenAlex topics: Educational Games and Gamification · Emotional Intelligence and Performance · Child Development and Digital Technology

SciVX discovery tags are terminology-based. OpenAlex topics are source-provided classifications.

Affiliations

Net Media Lab, Institute of Informatics & Telecommunications, National Centre for Scientific Research “Demokritos”, 15310 Agia Paraskevi, Greece

Information and Communication Systems Engineering Department, University of the Aegean, 83200 Karlovasi, Greece

Department of Pedagogy and Primary Education, National & Kapodistrian University of Athens, 10676 Athens, Greece

Department of Psychology, National & Kapodistrian University of Athens, 15784 Athens, Greece

References (96)

Show source-provided references
1. Chernyshenko, O., Kankaraš, M., and Drasgow, F. (2018). Social and Emotional Skills for Student Success and Well-Being: Conceptual Framework for the OECD Study on Social and Emotional Skills, OECD Publishing. OECD Education Working Papers, No. 173.
2. Learning to live together harmoniously: A conceptual framework10.1080/0305764X.2021.1993791 ↗
3. Harnessing Artificial Intelligence in Education for Preparing Learners for the 21st Century
4. World Economic Forum (2016). The Future of Jobs: Employment, Skills and Workforce Strategy for the Fourth Industrial Revolution, World Economic Forum.
5. Increasing emotional intelligence to decrease healthcare expenditures: How profitable would it be?10.1016/j.paid.2017.05.014 ↗
6. Strategies to Develop Emotional Intelligence in Early Childhood
7. Malik, F., and Marwaha, R. (2018). Developmental Stages of Social Emotional Development in Children, StatPearls Publishing.
8. Cécillon, F.X., Mermillod, M., Leys, C., Lachaux, J.P., Le Vigouroux, S., and Shankland, R. (2024). Trait Anxiety, Emotion Regulation, and Metacognitive Beliefs: An Observational Study Incorporating Separate Network and Correlation Analyses to Examine Associations with Executive Functions and Academic Achievement. Children, 11.10.3390/children11010123 ↗
9. Pokémon GO y su relación con la actividad física, orientación espacial y socialización en usuarios mexicanos
10. Developing student emotional intelligence by involving the active role of teacher
11. Keefer, K., Parker, J., and Saklofske, D.H. (2018). Emotional intelligence in education. Integrating Research with Practice, Springer.10.1007/978-3-319-90633-1 ↗
12. Emotional intelligence in the field of education: A meta-analysis
13. Moeller, R.W., Seehuus, M., and Peisch, V. (2020). Emotional intelligence, belongingness, and mental health in college students. Front. Psychol., 11.10.3389/fpsyg.2020.00093 ↗
14. Developing social-emotional concepts for learning with video games10.1016/j.compedu.2022.104708 ↗
15. Serious games as new educational tools: How effective are they? A meta-analysis of recent studies10.1111/j.1365-2729.2012.00489.x ↗
16. Serious games in preschool and primary education: Benefits and impacts on curriculum course syllabus10.3991/ijet.v12i01.6065 ↗
17. Camilleri, M.A., and Camilleri, A.C. (2019, January 11–13). Student-Centred Learning through Serious Games. Proceedings of the 13th Annual International Technology, Education and Development Conference, Valencia, Spain. Available online: https://ssrn.com/abstract=3339166.10.21125/inted.2019.0578 ↗
18. An activity theory-based model for serious games analysis and conceptual design10.1016/j.compedu.2015.03.023 ↗
19. de la Barrera, U., Mónaco, E., Postigo-Zegarra, S., Gil-Gómez, J.A., and Montoya-Castilla, I. (2021). EmoTIC: Impact of a game-based social-emotional programme on adolescents. PLoS ONE, 16.10.1371/journal.pone.0250384 ↗
20. Can serious games contribute to developing and sustaining 21st century skills?10.1177/1555412014548919 ↗
21. McGregor, C., and Bonnis, B. (2016, January 20–24). Big data analytics for resilience assessment and development in tactical training serious games. Proceedings of the 2016 IEEE 29th International Symposium on Computer-Based Medical Systems (CBMS), Belfast and Dublin, Ireland.10.1109/CBMS.2016.64 ↗
22. How efficient are emotional intelligence trainings: A meta-analysis10.1177/1754073917708613 ↗
23. Improving emotional intelligence: A systematic review of existing work and future challenges10.1177/1754073917735902 ↗
24. Games, motivation, and learning: A research and practice model10.1177/1046878102238607 ↗
25. An assessment of serious games technology: Toward an architecture for serious games design10.1155/2018/9834565 ↗
26. A meta-analysis of use of serious games in education over a decade10.1155/2019/4797032 ↗
27. Arzone, C., Mottan, K., and Saad, K.M. (2020, January 29–30). The Relationship between Gamification and Emotional Intelligence among Children with Autism Spectrum Disorder. Proceedings of the International Conference on Special Education in South East Asia Region 10th Series 2020, Bangi, Malaysia.
28. Drigas, A.S., and Papoutsi, C. (2018). A new layered model on emotional intelligence. Behav. Sci., 8.10.3390/bs8050045 ↗
29. Santos, J., Jesmin, T., Martis, A., Maunder, M., Cruz, S., Novo, C., Schiff, H., Bessa, P., Costa, R., and Carvalho, C.V.D. (2021). Developing Emotional Intelligence with a Game: The League of Emotions Learners Approach. Computers, 10.10.3390/computers10080097 ↗
30. Games for Empathy for Social Impact10.3991/ijep.v6i4.6064 ↗
31. Hodhod, R., Kudenko, D., and Cairns, P. (2009, January 6). Serious games to teach ethics. Adaptive and emergent behaviour and complex systems. Proceedings of the 23rd Convention of the Society for the Study of Artificial Intelligence and Simulation of Behaviour, AISB 2009, Edinburgh, UK.
32. Games for empathy for sensitive social groups10.3991/ijes.v4i3.5923 ↗
33. Serious games to improve social and emotional intelligence in children with autism10.1016/j.entcom.2021.100417 ↗
34. Emotional intelligence in autism
35. Trevisan, D.A., Abel, E.A., Brackett, M.A., and McPartland, J.C. (2021). Considerations about how emotional intelligence can be enhanced in children with Autism Spectrum Disorder. Front. Educ., 6.10.3389/feduc.2021.639736 ↗
36. Lartseva, A., Dijkstra, T., and Buitelaar, J.K. (2015). Emotional language processing in autism spectrum disorders: A systematic review. Front. Hum. Neurosci., 8.10.3389/fnhum.2014.00991 ↗
37. Emotional intelligence and autism spectrum disorder
38. Emotional design for digital games for learning: The effect of expression, color, shape, and dimensionality on the affective quality of game characters10.1016/j.learninstruc.2019.01.005 ↗
39. Emotions in serious games: From experience to assessment
40. Samani, H., and Polydorou, D. (2017, January 12–16). Crossover of affective artificial intelligence between robotics simulator and games. Proceedings of the Interactive Collaborative Robotics: Second International Conference, ICR 2017, Hatfield, UK. Proceedings 2.10.1007/978-3-319-66471-2_22 ↗
41. Ma, M., and Oikonomou, A. (2017). The Emotion Detectives Game: Supporting the Social-emotional Competence of Young Children. Serious Games and Edutainment Applications, Springer.10.1007/978-3-319-51645-5 ↗
42. The Use of Technology in the Promotion of Children’s Emotional Intelligence: The Multimedia Program “Developing Emotional Intelligence”
43. Participatory evaluation of an educational game for social skills acquisition10.1016/j.compedu.2013.01.006 ↗
44. Metacognitive and Metaemotional Training Strategies through the Nine-layer Pyramid Model of Emotional Intelligence10.3991/ijes.v9i4.26189 ↗
45. Lim, M.D., and Lau, M.C. (2021). Can We “Brain-Train” Emotional Intelligence? A Narrative Review on the Features and Approaches Used in Ability EI Training Studies. Front. Psychol., 12.10.3389/fpsyg.2021.569749 ↗
46. Can we improve emotional skills in older adults? Emotional intelligence, life satisfaction, and resilience10.5093/pi2020a8 ↗
47. The Karolinska directed emotional faces: A validation study10.1080/02699930701626582 ↗
48. Princeton University Library (2023). Face Image Databases, Research Guides at Princeton University.
49. The NimStim set of facial expressions: Judgments from untrained research participants10.1016/j.psychres.2008.05.006 ↗
50. The role of eyebrows in face recognition10.1068/p5027 ↗
51. Papoutsi, C., Drigas, A., Skianis, C., and Pappas, M. (2024). A New Emotional Intelligence Scale for Children Aged 9–12 Years, Based on the 9-Layer Pyramid Model, Under publication.
52. Yusoff, A., Crowder, R., Gilbert, L., and Wills, G. (2009, January 15–17). A conceptual framework for serious games. Proceedings of the 2009 Ninth IEEE International Conference on Advanced Learning Technologies, Riga, Latvia.10.1109/ICALT.2009.19 ↗
53. Designing serious games to teach ethics to young children10.1016/j.procs.2021.01.069 ↗
54. Marne, B., Wisdom, J., Huynh-Kim-Bang, B., and Labat, J.M. (2012, January 18–21). The six facets of serious game design: A methodology enhanced by our design pattern library. Proceedings of the 21st Century Learning for 21st Century Skills: 7th European Conference of Technology Enhanced Learning, EC-TEL 2012, Saarbrücken, Germany. Proceedings 7.
55. Enhancing middle school students’ scientific learning and motivation through agent-based learning10.1111/jcal.12094 ↗
56. A social-cognitive framework for pedagogical agents as learning companions10.1007/s11423-006-0637-3 ↗
57. Quality criteria for serious games: Serious part, game part, and balance10.2196/19037 ↗
58. Game learning analytics, facilitating the use of serious games in the class
59. Cohen, J. (1988). Statistical Power Analysis for the Behavioral Sciences, Lawrence Erlbaum Associates. [2nd ed.].
60. A systematic literature review on serious games evaluation: An application to software project management10.1016/j.compedu.2015.07.011 ↗
61. The impact of enhancing students’ social and emotional learning: A meta-analysis of school-based universal interventions10.1111/j.1467-8624.2010.01564.x ↗
62. Can videogames be used to promote emotional intelligence in teenagers? Results from EmotivaMente, a school program10.1089/g4h.2018.0148 ↗
63. Effectiveness of the videogame “Spock” for the improvement of the emotional intelligence on psychosocial adjustment in adolescents10.1016/j.chb.2018.09.028 ↗
64. Hall of heroes: A digital game for social skills training with young adolescents10.1155/2019/6981698 ↗
65. Herrera, L., Al-Lal, M., and Mohamed, L. (2020). Academic achievement, self-concept, personality and emotional intelligence in primary education. Analysis by gender and cultural group. Front. Psychol., 10.10.3389/fpsyg.2019.03075 ↗
66. Emotional intelligence in Colombian primary school children. Location and gender
67. Garaigordobil, M., and Peña-Sarrionandia, A. (2015). Effects of an emotional intelligence program in variables related to the prevention of violence. Front. Psychol., 6.10.3389/fpsyg.2015.00743 ↗
68. Social and emotional training in Swedish schools for the promotion of mental health: An effectiveness study of 5 years of intervention10.1093/her/cyn040 ↗
69. Effect of augmented reality game Pokémon GO on cognitive performance and emotional intelligence in adolescent young10.1016/j.compedu.2017.09.002 ↗
70. Brooker, L., Blaise, M., and Edwards, S. (2014). Digital play. The Sage Handbook of Play and Learning in Early Childhood Education, Sage.10.4135/9781473907850 ↗
71. Peirce, N. (2013). Digital Game-Based Learning for Early Childhood: A State-of-the-Art Report, Learnovate Centre.
72. Blum, C., and Parette, H.P. (2015). Universal design for learning and technology in the early childhood classroom. Young Children and Families in the Information Age: Applications of Technology in Early Childhood, Springer.10.1007/978-94-017-9184-7_10 ↗
73. Lindefors, N., and Andersson, G. (2016). Internet-Based Therapies for Child and Adolescent Emotional and Behavioral Problems. Guided Internet-Based Treatments in Psychiatry, Springer.10.1007/978-3-319-06083-5 ↗
74. Holloway, D., Green, L., and Livingstone, S. (2013). Zero to Eight. Young Children and Their Internet Use, LSE.
75. Young children’s play in online virtual worlds10.1177/1476718X09345406 ↗
76. Babies, television and videos: How did we get here?10.1016/j.dr.2010.03.008 ↗
77. Effects of the Spock videogame on improving emotional intelligence in adolescents
78. The research and evaluation of serious games: Toward a comprehensive methodology10.1111/bjet.12067 ↗
79. Educando la inteligencia emocional en el aula: Proyecto Intemo
80. A proposal for evaluating socio-emotional education programs
81. Longitudinal assessment of trait emotional intelligence: Measurement invariance and construct continuity from late childhood to adolescence10.1037/a0033903 ↗
82. Ten Years Emotional Intelligence Scale (TYEIS): Its development, validity and reliability
83. The use of serious games in science education: A review of selected empirical research from 2002 to 201310.1007/s40692-015-0039-9 ↗
84. The benefits of playing video games10.1037/a0034857 ↗
85. Development of an instrument for studying flow in computer game play10.1080/10447318.2012.715991 ↗
86. EGameFlow: A scale to measure learners’ enjoyment of e-learning games10.1016/j.compedu.2008.07.004 ↗
87. Personalized learning environment: Alpha testing, beta testing & user acceptance test10.1016/j.sbspro.2015.06.319 ↗
88. Emotion recognition and social adjustment in school–aged girls and boys10.1111/1467-9450.00255 ↗
89. Neuro Pedagogical Fundamentals of Preschool and Primary School Children Emotional Intelligence Development10.18662/brain/12.4/250 ↗
90. Enhancing emotional intelligence at school: Evaluation of the effectiveness of a two-year intervention program in Spanish pre-adolescents10.1016/j.paid.2017.03.036 ↗
91. The cognitive neuroscience of sustained attention: Where top-down meets bottom-up10.1016/S0165-0173(01)00044-3 ↗
92. Lara Nieto-Marquez, N., Baldominos, A., Cardena Martinez, A., and Perez Nieto, M.A. (2020). An exploratory analysis of the implementation and use of an intelligent platform for learning in primary education. Appl. Sci., 10.10.3390/app10030983 ↗
93. Fernández-Abascal, E.G., and Martín-Díaz, M.D. (2015). Dimensions of emotional intelligence related to physical and mental health and to health behaviors. Front. Psychol., 6.10.3389/fpsyg.2015.00317 ↗
94. Fleming, T.M., Bavin, L., Stasiak, K., Hermansson-Webb, E., Merry, S.N., Cheek, C., Lucassen, M., Lau, H.M., Pollmuller, B., and Hetrick, S. (2017). Serious games and gamification for mental health: Current status and promising directions. Front. Psychiatry, 7.10.3389/fpsyt.2016.00215 ↗
95. Ahmed, F., Berta, R., Bellotti, F., Lazzaroni, L., Floris, F., Barresi, G., and Carrion, J.R. (2023). Socio-economic decision making and emotion elicitation with a serious game in the wild. Appl. Sci., 13.10.3390/app13116432 ↗
96. Increasing emotional intelligence through training: Current status and future directions