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dc.contributor.authorVita Barrull, Núria
dc.contributor.authorGuzmán, Núria
dc.contributor.authorEstrada Plana, Verónica
dc.contributor.authorMarch Llanes, Jaume
dc.contributor.authorMayoral, María
dc.contributor.authorMoya Higueras, Jorge
dc.date.accessioned2022-02-16T12:29:47Z
dc.date.issued2021-12-24
dc.identifier.issn2161-783X
dc.identifier.urihttp://hdl.handle.net/10459.1/73021
dc.description.abstractObjective: 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.sponsorshipThis 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.mimetypeapplication/pdf
dc.language.isoeng
dc.publisherMary Ann Liebert
dc.relationMINECO/PN2017-2020/RTI2018‐099800‐B‐I00
dc.relation.isformatofVersió acceptada del document publicat a https://doi.org/10.1089/g4h.2021.0034
dc.relation.ispartofGames For Health Journal, 2022, vol. 11, núm. 1, p. 46-57
dc.rights(c) Mary Ann Liebert, Inc., 2022
dc.subjectModern board and card games
dc.subjectGamification
dc.subjectBehavioral executive dysfunctions
dc.subjectSocial exclusion risk
dc.titleImpact on Executive Dysfunctions of Gamification and Nongamification in Playing Board Games in Children at Risk of Social Exclusion
dc.typeinfo:eu-repo/semantics/article
dc.date.updated2022-02-16T12:29:48Z
dc.identifier.idgrec032081
dc.type.versionacceptedVersion
dc.rights.accessRightsinfo:eu-repo/semantics/embargoedAccess
dc.identifier.doihttps://doi.org/10.1089/g4h.2021.0034
dc.date.embargoEndDate2023-02-01


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