2018
DOI: 10.1089/g4h.2017.0108
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Videogames for Emotion Regulation: A Systematic Review

Abstract: Videogames offer several opportunities for ER and a challenge for educational and psychological interventions.

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Cited by 187 publications
(117 citation statements)
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References 73 publications
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“…However, addicted gamers might have higher psychopathology for depressive and (social) anxiety symptoms leading to social withdrawal and this, in turn, inhibits them to transfer their learned strategies into real life. Villani et al [159] suggested this assumption in a recent review. They analyzed studies assessing the relationship between videogame playing and changes in emotional regulation abilities.…”
Section: Discussionmentioning
confidence: 97%
“…However, addicted gamers might have higher psychopathology for depressive and (social) anxiety symptoms leading to social withdrawal and this, in turn, inhibits them to transfer their learned strategies into real life. Villani et al [159] suggested this assumption in a recent review. They analyzed studies assessing the relationship between videogame playing and changes in emotional regulation abilities.…”
Section: Discussionmentioning
confidence: 97%
“…A recent meta-analysis concluded that action video games robustly enhance the domains of top-down attention and spatial cognition (30). A systematic literature review of experimental studies found that video games improves emotion regulation (31). Starcraft and other tower defense games can be used to foster acquisition of mathematical competence such as problem solving, while Minecraft can be used to teach mathematics, and Assassin's Creed to teach history (32)(33)(34).…”
Section: Introductionmentioning
confidence: 99%
“…The controlled exposure to negative emotional stimuli, for example, may train regulation abilities. 20 Second, the narrative and identity features allow a complete immersion in the videogame and to take on another identity in the game. For example, role-playing games allow gamers to select and modify several character features so that playing is associated with the ability to move fluidly among different opportunities for emotional experiences, reappraising them and learning new ways of dealing with negative emotions or disturbing events.…”
Section: Introductionmentioning
confidence: 99%
“…Despite all this potential, few protocols have been developed to promote EI and emotion regulation supported by videogames 20 and even fewer that have integrated videogames into school-based trainings. Videogames offer new channels for promoting behavior changes, by creating complex spaces in which students can immerse themselves, act and realize effects and consequences of their actions 25 in meaningful, entertaining, and immersive game environments.…”
Section: Introductionmentioning
confidence: 99%