情感能力和儿童与数字游戏的互动:范围回顾

IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS
Daniela Karine Ramos , Claúdia Regina Brito , Guilmer Brito Silva , Raphael de Oliveira Freitas , Luciana Augusta Ribeiro do Prado , Taynara Rúbia Campos
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引用次数: 0

摘要

情感能力是社会交往和影响学校学习的基础。这项工作的重点是使用数字游戏来提高情感能力。这篇综述分析了数字游戏和情感的研究,以确定方法设计,绘制所使用的游戏,确定情感能力和所考虑的情感,并综合结果。该审查是在Web of Science、Scopus、Science Direct和Psycnet数据库上进行的。最初的搜索结果是689篇论文;从基于纳入和排除标准的阅读标题和摘要中,92篇被全文阅读,33篇被分析。大多数研究提出了基于游戏使用的干预措施(n = 22),其他研究分析了不进行干预的游戏的效果(n = 5),其余研究关注的是旨在提高情绪能力的游戏开发方面(n = 6)。与识别和识别情绪、同理心和情绪调节相关的能力更容易受到干预措施的改善,许多研究关注的是焦虑和愤怒。这篇评论提供了一些数字游戏的开发如何有利于情感能力的锻炼,引导这些干预更长且持续的迹象。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Emotional competences and the interaction with digital games in childhood: Scoping review
Emotional competences are fundamental to social interactions and influence school learning. This work focuses on using digital games to improve emotional competences. This scoping review analyzed studies that addressed digital games and emotions to identify the methodological designs, map the games used, ascertain the emotional competences and emotions considered, and synthesize the results. The review was conducted on the Web of Science, Scopus, Science Direct, and Psycnet databases. The initial search resulted in 689 papers; from reading titles and abstracts based on inclusion and exclusion criteria, 92 were read in full, and 33 were analyzed. Most of the studies proposed interventions based on the use of games (n = 22), others analyzed the effect of the games without interventions (n = 5), and the rest focused on aspects of the development of games aimed at improving emotional competences (n = 6). The abilities related to identifying and recognizing emotions, empathy, and emotional regulation prove more susceptible to improvements in interventions, and many focus on anxiety and anger. This review offers some indications of how the development of digital games may favor the exercise of emotional competences, directing those interventions to be longer and continuous.
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来源期刊
Entertainment Computing
Entertainment Computing Computer Science-Human-Computer Interaction
CiteScore
5.90
自引率
7.10%
发文量
66
期刊介绍: Entertainment Computing publishes original, peer-reviewed research articles and serves as a forum for stimulating and disseminating innovative research ideas, emerging technologies, empirical investigations, state-of-the-art methods and tools in all aspects of digital entertainment, new media, entertainment computing, gaming, robotics, toys and applications among researchers, engineers, social scientists, artists and practitioners. Theoretical, technical, empirical, survey articles and case studies are all appropriate to the journal.
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