TY - GEN
T1 - Does Digital Game Play Affect Social/Emotional Child Wellbeing?
AU - Plass, Jan L.
AU - Homer, Bruce D.
AU - Bromley, Meagan
AU - Froehlich, Fabian
AU - Shao, Yuli
AU - Young, Jessica
N1 - Publisher Copyright:
© 2023, The Author(s), under exclusive license to Springer Nature Switzerland AG.
PY - 2023
Y1 - 2023
N2 - Can digital game play enhance child wellbeing? Applying a wellbeing framework that identified six dimensions of wellbeing (competence, agency, relatedness, curiosity, optimism, and reduced stress) we conducted a playtesting study (N = 25) to develop wellbeing profiles for six games. These profiles informed an experimental study in which 8- to 12-year-olds (N = 62) either played tablet-based casual games over an 8-week period (play group) or engaged in other activities (control group) in an afterschool program. We administered the Basic Psychological Need Satisfaction Scale (BPNSFS) as pre-test, and the KIDSCREEN-27, a standardized measure of wellbeing, as pre- and post-intervention test. We found that for children with specific psychological needs, the play intervention improved related domains of wellbeing. Results have theoretical and practical implications, including guidance for game designers to add features supporting child wellbeing.
AB - Can digital game play enhance child wellbeing? Applying a wellbeing framework that identified six dimensions of wellbeing (competence, agency, relatedness, curiosity, optimism, and reduced stress) we conducted a playtesting study (N = 25) to develop wellbeing profiles for six games. These profiles informed an experimental study in which 8- to 12-year-olds (N = 62) either played tablet-based casual games over an 8-week period (play group) or engaged in other activities (control group) in an afterschool program. We administered the Basic Psychological Need Satisfaction Scale (BPNSFS) as pre-test, and the KIDSCREEN-27, a standardized measure of wellbeing, as pre- and post-intervention test. We found that for children with specific psychological needs, the play intervention improved related domains of wellbeing. Results have theoretical and practical implications, including guidance for game designers to add features supporting child wellbeing.
KW - Digital game play
KW - experimental design
KW - wellbeing
UR - http://www.scopus.com/inward/record.url?scp=85176001602&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85176001602&partnerID=8YFLogxK
U2 - 10.1007/978-3-031-44751-8_11
DO - 10.1007/978-3-031-44751-8_11
M3 - Conference contribution
AN - SCOPUS:85176001602
SN - 9783031447501
T3 - Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
SP - 155
EP - 170
BT - Serious Games - 9th Joint International Conference, JCSG 2023, Proceedings
A2 - Haahr, Mads
A2 - Rojas-Salazar, Alberto
A2 - Göbel, Stefan
PB - Springer Science and Business Media Deutschland GmbH
T2 - 9th Joint International Conference on Serious Games, JCSG 2023
Y2 - 26 October 2023 through 27 October 2023
ER -