Silvia Scelsi, Pasquale Capuozzo, Ludovica Primavera, Simona Calza, Roberta Da Rin Della Mora, Laura Bandelloni, Alessandra Biolcati Rinaldi, Paola Cimellaro, Maria D'Apruzzo, S. Di Profio, Alice Parodi, S. Rebora, Simona Serveli, Daniela Tani, Rosanna Viacava, C. Venturino
{"title":"Space For Children: improving mastery and reducing negative emotions about COVID-19 in youth via mobile interactive storytelling.","authors":"Silvia Scelsi, Pasquale Capuozzo, Ludovica Primavera, Simona Calza, Roberta Da Rin Della Mora, Laura Bandelloni, Alessandra Biolcati Rinaldi, Paola Cimellaro, Maria D'Apruzzo, S. Di Profio, Alice Parodi, S. Rebora, Simona Serveli, Daniela Tani, Rosanna Viacava, C. Venturino","doi":"10.23736/S2724-5276.24.07371-3","DOIUrl":null,"url":null,"abstract":"BACKGROUND\nThe COVID-19 pandemic has been a complex event for children and adolescents, significantly impacting their daily activities. In this scenario, our study aims at verifying if \"Space for Children,\" an ad-hoc developed game based on interactive storytelling about the pandemic, can increase mastery and reduces negative emotions about COVID-19.\n\n\nMETHODS\nThe app Space for Children has been sponsored and spread online by email and social media platforms for a limited time period (from May 2021 to January 2022). Before and after the interactive storytelling, participants answered two questionnaires containing a couple of critical questions regarding their emotional state and their perceived mastery about COVID-19.\n\n\nRESULTS\nTwo hundred thirty-six participants (M=116; F=120) between 7 and 12 years old completed the Space for Children interactive experience. Our results show a significant effect of the game experience on emotional state and perceived mastery regarding COVID-19. Indeed, before the interactive storytelling unpleasant emotional states prevail (reported by 77% of participants) while after the game a clear prevalence of pleasant emotions emerges (reported by 68% of participants). Regarding perceived mastery, results show that self-reported very expert participants passed from 49% to 88%. All the results hold irrespective of age group and sex.\n\n\nCONCLUSIONS\nThis study presents preliminary findings that highlight the potential benefits of utilizing new technologies based on Interactive Storytelling for Children to effectively convey age-appropriate information about complex real-life events, such as the COVID-19 pandemic, while also mitigating associated negative emotional responses.","PeriodicalId":56337,"journal":{"name":"Minerva Pediatrics","volume":null,"pages":null},"PeriodicalIF":1.0000,"publicationDate":"2024-04-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Minerva Pediatrics","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.23736/S2724-5276.24.07371-3","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q3","JCRName":"PEDIATRICS","Score":null,"Total":0}
引用次数: 0
Abstract
BACKGROUND
The COVID-19 pandemic has been a complex event for children and adolescents, significantly impacting their daily activities. In this scenario, our study aims at verifying if "Space for Children," an ad-hoc developed game based on interactive storytelling about the pandemic, can increase mastery and reduces negative emotions about COVID-19.
METHODS
The app Space for Children has been sponsored and spread online by email and social media platforms for a limited time period (from May 2021 to January 2022). Before and after the interactive storytelling, participants answered two questionnaires containing a couple of critical questions regarding their emotional state and their perceived mastery about COVID-19.
RESULTS
Two hundred thirty-six participants (M=116; F=120) between 7 and 12 years old completed the Space for Children interactive experience. Our results show a significant effect of the game experience on emotional state and perceived mastery regarding COVID-19. Indeed, before the interactive storytelling unpleasant emotional states prevail (reported by 77% of participants) while after the game a clear prevalence of pleasant emotions emerges (reported by 68% of participants). Regarding perceived mastery, results show that self-reported very expert participants passed from 49% to 88%. All the results hold irrespective of age group and sex.
CONCLUSIONS
This study presents preliminary findings that highlight the potential benefits of utilizing new technologies based on Interactive Storytelling for Children to effectively convey age-appropriate information about complex real-life events, such as the COVID-19 pandemic, while also mitigating associated negative emotional responses.