Biofeedback-Based Videogames: Fostering Emotion Regulation at a Diverse Community Summer Camp.

IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH
Games for Health Journal Pub Date : 2023-10-01 Epub Date: 2023-05-18 DOI:10.1089/g4h.2023.0013
Morgan Mannweiler, Hope Schuermann, Alyssa Peechatka, Jason Kahn
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引用次数: 0

Abstract

Implementing nonstigmatized mental health interventions and tools within community programs serving diverse populations may reduce inequities in access to mental health care and preventative emotional learning. One potentially impactful tool is Mightier, a heart rate biofeedback-based videogame that aims to foster emotion regulation skills and practice through game play. In a randomized controlled trial, the present study evaluated the efficacy of Mightier when utilized in a community setting. Seventy-two children (ages 7-12) from a low-cost community summer camp were randomly assigned to play Mightier for 6 weeks or continue camp activities as usual. All campers participated in biweekly social and emotional learning groups. Participants exhibited significantly greater levels of adaptive emotion regulation and lower levels of emotional dysregulation, internalizing symptoms, and externalizing behaviors after the intervention. Caregivers of participants in the intervention group also reported significantly less parenting-related stress after the intervention. When incorporated into community programs, biofeedback-based videogames can foster emotional intelligence competencies in children without access to traditional mental health services.

基于生物反馈的电子游戏:在多样化的社区夏令营中培养情绪调节。
在为不同人群服务的社区项目中实施无偏见的心理健康干预措施和工具,可以减少在获得心理健康护理和预防性情绪学习方面的不平等。一个潜在的有影响力的工具是Mightier,这是一款基于心率生物反馈的视频游戏,旨在通过游戏培养情绪调节技能和练习。在一项随机对照试验中,本研究评估了Mightier在社区环境中使用的疗效。来自一个低成本社区夏令营的72名儿童(7-12岁)被随机分配玩Mightier游戏6周或像往常一样继续夏令营活动。所有露营者都参加了每两周一次的社交和情感学习小组。干预后,参与者表现出更高水平的适应性情绪调节,而情绪失调、内化症状和外化行为的水平更低。干预组参与者的护理人员也报告说,干预后与育儿相关的压力显著减少。当被纳入社区项目时,基于生物反馈的视频游戏可以培养无法获得传统心理健康服务的儿童的情商能力。
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来源期刊
CiteScore
6.70
自引率
11.40%
发文量
56
期刊介绍: Games for Health Journal is the first peer-reviewed journal dedicated to advancing the impact of game research, technologies, and applications on human health and well-being. This ground-breaking publication delivers original research that directly impacts this emerging, widely-recognized, and increasingly adopted area of healthcare. Games are rapidly becoming an important tool for improving health behaviors ranging from healthy lifestyle habits and behavior modification, to self-management of illness and chronic conditions to motivating and supporting physical activity. Games are also increasingly used to train healthcare professionals in methods for diagnosis, medical procedures, patient monitoring, as well as for responding to epidemics and natural disasters. Games for Health Journal is a must for anyone interested in the research and design of health games that integrate well-tested, evidence-based behavioral health strategies to help improve health behaviors and to support the delivery of care. Games for Health Journal coverage includes: -Nutrition, weight management, obesity -Disease prevention, self-management, and adherence -Cognitive, mental, emotional, and behavioral health -Games in home-to-clinic telehealth systems
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