Department of Psychology, Università Cattolica del Sacro Cuore, Milan, Italy.
Games Health J. 2019 Dec;8(6):407-413. doi: 10.1089/g4h.2018.0148. Epub 2019 Jun 26.
To carry out and investigate the effectiveness of an emotional intelligence (EI) training based on the EI ability model, using videogames as experience-based learning tools to increase EI abilities in adolescents. A pre-/post-test/follow-up quasi-experimental design was used with an experimental and a control group (121 adolescents, 15.7% boys, mean age of 14.1 years). The training called "EmotivaMente" consisted of eight sessions lasting 1.5 hours each, conducted with six first-year classes of two Italian senior high schools. Data on emotional competences were collected at baseline, at the end of the training and 3 months later. Data were analyzed by repeated measures analysis of variance. Students who participated in the EI training reported an improvement in the evaluation and expression of emotions in relation to the self (own emotions) compared with the control group, immediately after the training, but this difference did not persist at the follow-up (3 months later). Furthermore, EmotivaMente found an increase in the use of cognitive revaluation as a strategy of emotion regulation in the experimental group over time. EmotivaMente helped adolescents to improve emotional skills. Results confirmed that videogames can be useful to promote EI in adolescents at school, if integrated with a guided and assisted framework. Implication of the findings and recommendations for future research are made.
为了基于情绪智力(EI)能力模型开展并研究一项基于视频游戏的情绪智力培训的效果,以体验式学习工具来提高青少年的 EI 能力。本研究采用前/后测/随访准实验设计,包括实验组和对照组(121 名青少年,男生占比 15.7%,平均年龄 14.1 岁)。名为“EmotivaMente”的培训共包括 8 次课程,每次 1.5 小时,在意大利两所高中的 6 个一年级班级中进行。在基线、培训结束时和 3 个月后收集情绪能力数据。使用重复测量方差分析对数据进行分析。与对照组相比,参加 EI 培训的学生在培训结束后立即报告在自我评价和情绪表达方面(自身情绪)有所改善,但这种差异在随访(3 个月后)时并不持续。此外,EmotivaMente 发现,随着时间的推移,实验组在使用认知重评作为情绪调节策略方面有所增加。EmotivaMente 帮助青少年提高了情绪技能。结果证实,如果将视频游戏与引导和辅助框架相结合,它们可以在学校中帮助青少年提高 EI。研究结果的意义和对未来研究的建议也得到了讨论。