dc.contributor.author | Vita Barrull, Núria | |
dc.contributor.author | Guzmán, Núria | |
dc.contributor.author | Estrada Plana, Verónica | |
dc.contributor.author | March Llanes, Jaume | |
dc.contributor.author | Mayoral, María | |
dc.contributor.author | Moya Higueras, Jorge | |
dc.date.accessioned | 2022-02-16T12:29:47Z | |
dc.date.issued | 2021-12-24 | |
dc.identifier.issn | 2161-783X | |
dc.identifier.uri | http://hdl.handle.net/10459.1/73021 | |
dc.description.abstract | Objective: Modern board and card game-based cognitive interventions and gamification practices showed effectiveness in boosting executive functions and decreasing behavioral problems in children. However, the combination of both game-based methods has not been tested. So, the main aim of this study was to test the effectiveness of gamification in modern board and card game-based cognitive intervention in Spanish school children at risk of social exclusion. Materials and methods: In this multicenter single-blind study with a quasi-experimental design, 176 schoolers (6-13 years old) were assigned to a gamified group (with a narrative context and a rewarding system) and 107 to a non-gamified group (with no narrative context or rewarding system). The interventions were implemented in regular classes. Behavioral executive dysfunctions were assessed by BRIEF-2 (Teacher form) pre- and post-intervention. Results: We found significant time effects in all BRIEF-2 domains with small and medium effect sizes (d=-.35 to d=-.62). The non-gamified group showed significantly higher decreases in all measures than those who used gamification. Conclusion: It is possible that playing for the joy of playing in the non-gamified group was enough motivation to focus on the task while adding gamification elements did not favor the greater effectiveness of the program. | |
dc.description.sponsorship | This work was supported by the Plan of Industrial Doctorates of the Secretariat of
Universities and Research of the Department of Business and Knowledge of the Generalitat de
Catalunya, the Comissionat per a Universitats i Recerca del DIUE, by the Agència de Gestió
d'Ajuts Universitaris i de Recerca de la Generalitat de Catalunya (2017SGR1577), the Center for
Biomedical Research Network on Mental Health (CIBERSAM), Instituto de Salud Carlos III,
and the Spanish Ministry of Science, Innovation and Universities (MICIU/FEDER; project
RTI2018-099800-B-I00) | |
dc.format.mimetype | application/pdf | |
dc.language.iso | eng | |
dc.publisher | Mary Ann Liebert | |
dc.relation | MINECO/PN2017-2020/RTI2018‐099800‐B‐I00 | |
dc.relation.isformatof | Versió acceptada del document publicat a https://doi.org/10.1089/g4h.2021.0034 | |
dc.relation.ispartof | Games For Health Journal, 2022, vol. 11, núm. 1, p. 46-57 | |
dc.rights | (c) Mary Ann Liebert, Inc., 2022 | |
dc.subject | Modern board and card games | |
dc.subject | Gamification | |
dc.subject | Behavioral executive dysfunctions | |
dc.subject | Social exclusion risk | |
dc.title | Impact on Executive Dysfunctions of Gamification and Nongamification in Playing Board Games in Children at Risk of Social Exclusion | |
dc.type | info:eu-repo/semantics/article | |
dc.date.updated | 2022-02-16T12:29:48Z | |
dc.identifier.idgrec | 032081 | |
dc.type.version | acceptedVersion | |
dc.rights.accessRights | info:eu-repo/semantics/embargoedAccess | |
dc.identifier.doi | https://doi.org/10.1089/g4h.2021.0034 | |
dc.date.embargoEndDate | 2023-02-01 | |