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Serious Games as a Complementary Tool for Social Skill Development in Young People: A Systematic Review of the Literature

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Abstract

DOI: 10.1177/10468781211031283 Background The use of games for social skill development in the classroom is accelerating at a tremendous rate. At the same time, the research surrounding games designed for teaching social skills remains fragmented. This systematic review summarizes the current existing literature on social skill serious games for young people ages 5 to 19 and is the first review of serious games to note the demographic and geographic component of these studies. Method This review included papers that: evaluated a game designed to teach social skills; included measurable, quantitative outcomes; have a translation or be published in English; were peer-reviewed; date from January 2010 to May 2020; and have a nonclinical study population between ages of 5 to 19. Keywords were obtained from the CASEL 5 framework. Results Our findings are mixed but suggest that serious games may improve social skills when used alongside in-person discussion. We also found potential effects of the length of time of gameplay, intervention, and follow-up on social skill serious game effectiveness. Although this review found promising research conducted in East Asian countries and with minority samples in the United States, the majority of social skill serious game research takes place in the United States and Australia, with unreported demographic information and white-majority samples. Conclusions Due to the limited number of published studies in this area and studies lacking methodological rigor, the effectiveness of using games to teach social skills and the impact of background on social skill learning require further discussion.

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... Games, psychodrama, role-playing, and simulations have been used in various contexts to develop better insight, empathy, prosocial skills, and behavior [30]. Games can improve social skills when used in conjunction with discussion activities [31]. Games are one way that can be used to develop social and emotional adolescents [32]. ...
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This review explores the research regarding the effects of pre-K-12 school-based social and emotional learning (SEL) interventions on reading (N = 57,755), mathematics (N = 61,360), and science (N = 16,380) achievement. This review focuses on research that met the criteria for high methodological standards. Further, methodological and substantive characteristics of these studies are examined to investigate the association between SEL and study characteristics. There were 40 studies that qualified that were included in the final analysis based on pre-K-12 participants. The results of this review found that SEL had a positive effect on reading (ES = +0.25), mathematics (ES = +0.26), and (though small) science (ES = +0.19) compared to traditional methods, consistent with previous reviews. However, SEL programs from more rigorous randomized studies with large sample sizes that have dominated the classroom over the last few decades might not have as meaningful effects for pre-K-12 students as once thought. More randomized studies are needed to confirm these conclusions.
Book
This textbook provides an introduction to the fundamentals of serious games, which differ considerably from computer games that are meant for pure entertainment. Undergraduate and graduate students from various disciplines who want to learn about serious games are one target group of this book. Prospective developers of serious games are another, as they can use the book for self-study in order to learn about the distinctive features of serious game design and development. And ultimately, the book also addresses prospective users of serious game technologies by providing them with a solid basis for judging the advantages and limitations of serious games in different application areas such as game-based learning, training and simulation or games for health. To cater to this heterogeneous readership and wide range of interests, every effort was made to make the book flexible to use. All readers are expected to study Chapter 1, as it provides the necessary basics and terminology that will be used in all subsequent chapters. The eleven chapters that follow cover the creation of serious games (design, authoring processes and tools, content production), the runtime context of serious games (game engines, adaptation mechanisms, game balancing, game mastering, multi-player serious games), the effects of serious games and their evaluation (player experience, assessment techniques, performance indicators), and serious games in practice (economic aspects, cost-benefit analysis, serious game distribution). To familiarize the readers with best practice in this field, the final chapter presents more than 30 selected examples of serious games illustrating their characteristics and showcasing their practical use. Lecturers can select chapters in a sequence that is most suitable for their specific course or seminar. The book includes specific suggestions for courses such as “Introduction to Serious Games”, “Entertainment Technology”, “Serious Game Design”, “Game-based Learning”, and “Applications of Serious Games”.
Article
This article discusses the role of culture in children's emotional development and learning. Cultural orientation regarding self and relationships with others shapes cultural models of emotion regulation and expression. While independent cultures support open expression of emotions, interdependent cultures value the modulation of emotions. Children learn culture-appropriate ways of emotion regulation through socialisation in the family, acquisition of language, exposure to cultural products (e.g., children's books), and school activities. This article offers recommendations on how to design culture-grounded socio-emotional programs that take into account cultural values, indigenous content, and emotion regulation strategies contingent with culture-specific adaptive goals.
Article
The use of information communication technologies (ICTs) in therapy offers new perspectives for treating many domains in individuals with autism spectrum disorders (ASD) because they can be used in many different ways and settings and they are attractive to the patients. We reviewed the available literature on serious games that are used to teach social interactions to individuals with ASD. After screening the Medline, Science Direct and ACM Digital Library databases, we found a total of 31 serious games: 16 that targeted emotion recognition or production and 15 that targeted social skills. There was a significant correlation between the number of reports per year and the year of publication. Serious games appeared promising because they can support training on many different skills and they favour interactions in diverse contexts and situations, some of which may resemble real life. However, the currently available serious games exhibit some limitations: (i) most of them are developed for High-Functioning individuals; (ii) their clinical validation has rarely met the evidence-based medicine standards; (iii) the game design is not usually described; and, (iv) in many cases, the clinical validation and playability/game design are not compatible. Future research agendas should encompass (i) more robust studies in terms of methodology (large samples, control groups, longer treatment periods, follow-up to assess whether changes remain stable, etc.) to assess serious game efficacy; (ii) more collaboration between clinical and computer/game design experts; and (iii) more serious games that are adapted to Low-Functioning ASD individuals.
Article
Zoo U is a game platform which implements performance-based assessment of social emotional (SE) skills through theory-driven content and customized game mechanics. Children engage with characters in a school-like story world to complete six virtual social situations specifically tailored to require the SE skills of communication, cooperation, empathy, emotion regulation, impulse control, and social initiation. Prior work established the scoring algorithms and construct validity for the six game-based scenes. In this study, we examined the degree to which social competence, as measured across the six Zoo U scenes, was related to school-based adjustment. As expected, children who demonstrated higher social competence when problem solving Zoo U's virtual situations were significantly more likely to exhibit positive social, behavioral, and academic adjustment, above and beyond demographic influences, and children who performed poorly on Zoo U were significantly more likely to experience negative school-based outcomes. The potential for game-based platforms to enable broad-scale SE skills assessment with children is discussed.
Article
This study examines 29 Africa-China JVs from 12 African countries to explore the ways in which African partners gain knowledge and learn from their Chinese counterparts. Based on the perspectives of social capital, cultural difference, and informalities, we analyze the strategies, behaviors, and tactics employed by Africans both at the individual and at the organizational levels to gain knowledge within JVs. By using a multiple case study method with semi-structured interviews, we find that African partners actively take advantage of multiple cultural and social capital-related factors to support learning. Africans often use informal, even clandestine, mechanisms to manage cultural differences and build trust in order to gain knowledge. Theoretically, the structural, relational, and cognitive aspects of social capital are found to be important in exploiting opportunities through informal actions and the creation of informal contexts more conducive to learning and knowledge transfer. The presented findings provide new insights into knowledge-seeking JVs, particularly in the Africa-China context, because they propose a not-yet-explored perspective that explains learning through the exploitation of informalities.
Chapter
This chapter covers the topic of multiplayer serious games. Multiplayer games are discussed in terms of game types and forms, genres and techniques, as well as their impact on the use of multiplayer games. Based on that, this chapter will show how different types of multiplayer genres and techniques can be used for various serious game purposes. This chapter further provides an introduction to the topic of collaborative learning and collaborative multiplayer games—and their use for game-based collaborative learning. We discuss how collaborative learning concepts are inherently used by some massive multiplayer online games, and how those concepts can be used more thoroughly by using the multiplayer paradigm for game-based collaborative learning. Further, it is shown how various multiplayer design aspects like number of players, persistency, matchmaking, interaction, or social aspects need to be considered in the design phase of a multiplayer game.
Article
Video games have the potential to be contexts for moral learning. We investigated whether Quandary, a video game designed to promote ethical thinking and moral considerations for decision-making, would help promote positive skills such as perspective taking and empathy in adolescents. We examined the effect of playing Quandary on 131 middle school students on self-reported measures of moral thinking via mixed-method randomized control trials. In addition, we conducted qualitative analyses of one-on-one participant interviews and short-answer responses to capture experiences and reflections from playing Quandary, as well as the depth in which students across conditions responded to the interview questions. We found that short-term quantitative indicators did not show change across conditions; however, qualitative analyses revealed thematic responses that are consistent with the core components of the Quandary game, and that students in the Quandary condition showed a greater depth of response to interview questions. This work is a first step in exploring the potential for virtual game play on children’s social, emotional, and cognitive development.
Article
Background. Several authors from different fields have already mentioned the educational potential of role-playing games (RPG). As tabletop role-playing games (TRPG) present some similarities with small adult groups in learning and personal development situations, what about their transformative potential? Aim. The purpose of this article is to describe the tabletop role-playing game’s emerging context, a few of its specificities and functions, to show links with several education, play and game, and personal development theories, and to raise awareness about its transformative potential. Methods. Three complementary approaches were used: a literature review (academics and role-players), action-researches through a transformative role-playing game (“TF-RPG” – a TRPG plus a debriefing), and data cross-analysis. Results. Participants are involved in the TF-RPG through four levels of reality, namely the character, player, person, and human being, which can be associated with four dimensions of learning: knowing, doing, being, and relating. The unveiling of links between the TF-RPG experience and their personal journey offers the participants various ways of learning and paths towards personal development. Conclusion. TRPGs are particularly effective to foster knowledge acquisition, develop role-play skills, strengthen team building, encourage collaborative creativity, and explore one’s personal development.
Article
In this article we argue that to study or apply games as learning environments, multiple perspectives have to be taken into account. We first define game-based learning and gamification, and then discuss theoretical models that describe learning with games, arguing that playfulness is orthogonal to learning theory. We then review design elements of games that facilitate learning by fostering learners' cognitive, behavioral, affective, and sociocultural engagement with the subject matter. Finally, we discuss the basis of these design elements in cognitive, motivational, affective, and sociocultural foundations by reviewing key theories from education and psychology that are the most pertinent to game-based learning and by describing empirical research on learning with games that has been or should be conducted. We conclude that a combination of cognitive, motivational, affective, and sociocultural perspectives is necessary for both game design and game research to fully capture what games have to offer for learning.
Article
Social skills training (SST) programs can be an effective means of improving children’s social skills and behavior. However, significant time, financial, and opportunity barriers limit the number of children who can benefit from in-person SST programs. In this study, we conducted an initial evaluation of the efficacy of Zoo U, an interactive online game for elementary-age children that translates evidence-based social emotional learning strategies into tailored social problem-solving scenes in a virtual world. Children were randomly assigned to either treatment (n = 23) or wait-list control (n = 24) and were compared on parent-report of their social and behavioral adjustment, as well as self-report of social self-efficacy, social satisfaction, and social skill literacy. Following participation in the Zoo U game-based SST program, the treatment group showed enhanced social skills in the areas of impulse control, emotion regulation, and social initiation, as well as more adaptive social behavior compared to the control group. Children in the treatment group also reported significant improvements in their feelings of social self-efficacy and social satisfaction, as well as higher social literacy at post-intervention compared to children in the control condition. This study provides preliminary evidence that a game-based approach to SST can be an effective method for improving children’s social skills and enhancing social knowledge, functioning, and self-confidence. Discussion focuses on the need for further investigation to establish the role that game-based SST can play in supporting children’s social growth and well-being.