Coral Gallardo-Masa, Rosa Sitjes-Figueras, Edgar Iglesias, Carme Montserrat
{"title":"‘Great times with board games’. Promoting the right to play for adolescents in residential care","authors":"Coral Gallardo-Masa, Rosa Sitjes-Figueras, Edgar Iglesias, Carme Montserrat","doi":"10.1016/j.childyouth.2024.108025","DOIUrl":null,"url":null,"abstract":"<div><div>Playing games is a form of expression that is both recreational and human in nature, and a much-needed tool for entertainment and learning. However, it can also be used to intentionally have an impact on behaviours. This research is part of a European project aimed at adolescents in residential care, showcasing an innovative approach to promoting the right to play through board games. The objectives focus on analysing the learning promoted by game sessions and understanding the socio-educational strategies used, the impact on social relationships, and the aspects linked to emotional management fostered by board games. Over a period of eight months, adolescents participated in weekly board game sessions in 25 children’s homes (nine in Spain, six in Poland and ten in Germany). The game facilitators were youth workers specifically trained for this purpose. Two data collection instruments were used to evaluate the sessions: a questionnaire addressed to both the adolescents (13–17 years old) (N = 112) and their youth workers, who were mainly social educators (N = 114); and weekly assessment reports by the latter. In addition, 723 play sessions were held and evaluated weekly by means of a guided report. This research analyses the qualitative data obtained from the questionnaires and weekly reports. The results provide evidence of game sessions being an excellent tool for addressing emotional, relational and learning aspects – including thinking, creativity and engagement – as well as motivation and social relations. They also highlight closeness with youth workers and time for relaxation and disconnecting from technology. Regarding emotional management, playing games promotes opportunities for quality time and space, a sense of well-being and the ability to manage quarrels and conflicts. The limitations and practical implications of the study are also discussed. Above all, this research highlights the need to introduce board games into the residential care setting due to the positive approach it brings to an environment often full of negative connotations, and also the benefits it offers for visits with biological families.</div></div>","PeriodicalId":48428,"journal":{"name":"Children and Youth Services Review","volume":"167 ","pages":"Article 108025"},"PeriodicalIF":2.4000,"publicationDate":"2024-11-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Children and Youth Services Review","FirstCategoryId":"90","ListUrlMain":"https://www.sciencedirect.com/science/article/pii/S0190740924005978","RegionNum":2,"RegionCategory":"社会学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"FAMILY STUDIES","Score":null,"Total":0}
引用次数: 0
Abstract
Playing games is a form of expression that is both recreational and human in nature, and a much-needed tool for entertainment and learning. However, it can also be used to intentionally have an impact on behaviours. This research is part of a European project aimed at adolescents in residential care, showcasing an innovative approach to promoting the right to play through board games. The objectives focus on analysing the learning promoted by game sessions and understanding the socio-educational strategies used, the impact on social relationships, and the aspects linked to emotional management fostered by board games. Over a period of eight months, adolescents participated in weekly board game sessions in 25 children’s homes (nine in Spain, six in Poland and ten in Germany). The game facilitators were youth workers specifically trained for this purpose. Two data collection instruments were used to evaluate the sessions: a questionnaire addressed to both the adolescents (13–17 years old) (N = 112) and their youth workers, who were mainly social educators (N = 114); and weekly assessment reports by the latter. In addition, 723 play sessions were held and evaluated weekly by means of a guided report. This research analyses the qualitative data obtained from the questionnaires and weekly reports. The results provide evidence of game sessions being an excellent tool for addressing emotional, relational and learning aspects – including thinking, creativity and engagement – as well as motivation and social relations. They also highlight closeness with youth workers and time for relaxation and disconnecting from technology. Regarding emotional management, playing games promotes opportunities for quality time and space, a sense of well-being and the ability to manage quarrels and conflicts. The limitations and practical implications of the study are also discussed. Above all, this research highlights the need to introduce board games into the residential care setting due to the positive approach it brings to an environment often full of negative connotations, and also the benefits it offers for visits with biological families.
期刊介绍:
Children and Youth Services Review is an interdisciplinary forum for critical scholarship regarding service programs for children and youth. The journal will publish full-length articles, current research and policy notes, and book reviews.