Designing Odisea Emocional: A gamification-based tool for supporting therapeutic interventions for emotional regulation of individuals with intellectual disabilities
Marisela Hernández-Lara , Karina Caro , Ana I. Martínez-García , Ian Adame
{"title":"Designing Odisea Emocional: A gamification-based tool for supporting therapeutic interventions for emotional regulation of individuals with intellectual disabilities","authors":"Marisela Hernández-Lara , Karina Caro , Ana I. Martínez-García , Ian Adame","doi":"10.1016/j.ijhcs.2026.103767","DOIUrl":null,"url":null,"abstract":"<div><div>Individuals with intellectual disabilities might experience difficulties related to emotion identification and emotional regulation. Emotional regulation represents a significant milestone associated with cognitive development and impacts the achievement of independent living. Various interventions exist to support emotional regulation in different populations, but they present challenges in maintaining participant attention and require individualized adaptations. An alternative to supporting these interventions is the use of interactive technology, such as video games and gamification-based tools. The literature suggests various types of interactive technology that have proven effective in supporting the development of different skills in people with intellectual disabilities. However, technology specifically designed to support emotional regulation has yet to be developed. This paper presents the design process and evaluation of <em>Odisea Emocional</em>, a gamification-based tool to support therapeutic interventions for emotional regulation in individuals with intellectual disabilities. The tool was designed based on existing literature on gamification and serious games for diverse populations, as well as through a contextual study conducted with special education teachers, therapists, psychologists, and people with intellectual disabilities.</div><div>After obtaining the design characteristics for the tool, we implemented a high-fidelity prototype. Then, we conducted a formative evaluation of <em>Odisea Emocional</em> with five individuals with intellectual disabilities, which provided us with feedback for adjustments to the tool.</div></div>","PeriodicalId":54955,"journal":{"name":"International Journal of Human-Computer Studies","volume":"210 ","pages":"Article 103767"},"PeriodicalIF":6.0000,"publicationDate":"2026-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"International Journal of Human-Computer Studies","FirstCategoryId":"94","ListUrlMain":"https://www.sciencedirect.com/science/article/pii/S107158192600042X","RegionNum":2,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"2026/2/17 0:00:00","PubModel":"Epub","JCR":"Q1","JCRName":"COMPUTER SCIENCE, CYBERNETICS","Score":null,"Total":0}
引用次数: 0
Abstract
Individuals with intellectual disabilities might experience difficulties related to emotion identification and emotional regulation. Emotional regulation represents a significant milestone associated with cognitive development and impacts the achievement of independent living. Various interventions exist to support emotional regulation in different populations, but they present challenges in maintaining participant attention and require individualized adaptations. An alternative to supporting these interventions is the use of interactive technology, such as video games and gamification-based tools. The literature suggests various types of interactive technology that have proven effective in supporting the development of different skills in people with intellectual disabilities. However, technology specifically designed to support emotional regulation has yet to be developed. This paper presents the design process and evaluation of Odisea Emocional, a gamification-based tool to support therapeutic interventions for emotional regulation in individuals with intellectual disabilities. The tool was designed based on existing literature on gamification and serious games for diverse populations, as well as through a contextual study conducted with special education teachers, therapists, psychologists, and people with intellectual disabilities.
After obtaining the design characteristics for the tool, we implemented a high-fidelity prototype. Then, we conducted a formative evaluation of Odisea Emocional with five individuals with intellectual disabilities, which provided us with feedback for adjustments to the tool.
期刊介绍:
The International Journal of Human-Computer Studies publishes original research over the whole spectrum of work relevant to the theory and practice of innovative interactive systems. The journal is inherently interdisciplinary, covering research in computing, artificial intelligence, psychology, linguistics, communication, design, engineering, and social organization, which is relevant to the design, analysis, evaluation and application of innovative interactive systems. Papers at the boundaries of these disciplines are especially welcome, as it is our view that interdisciplinary approaches are needed for producing theoretical insights in this complex area and for effective deployment of innovative technologies in concrete user communities.
Research areas relevant to the journal include, but are not limited to:
• Innovative interaction techniques
• Multimodal interaction
• Speech interaction
• Graphic interaction
• Natural language interaction
• Interaction in mobile and embedded systems
• Interface design and evaluation methodologies
• Design and evaluation of innovative interactive systems
• User interface prototyping and management systems
• Ubiquitous computing
• Wearable computers
• Pervasive computing
• Affective computing
• Empirical studies of user behaviour
• Empirical studies of programming and software engineering
• Computer supported cooperative work
• Computer mediated communication
• Virtual reality
• Mixed and augmented Reality
• Intelligent user interfaces
• Presence
...