Impact on Executive Dysfunctions of Gamification and Nongamification in Playing Board Games in Children at Risk of Social Exclusion

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...

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Autores: Vita Barrull, Núria, Guzmán, Núria, Estrada Plana, Verónica, March Llanes, Jaume, Mayoral, María, Moya Higueras, Jorge
Tipo de recurso: artículo
Estado:Versión aceptada para publicación
Fecha de publicación:2021
País:España
Institución:Universitat de Lleida (UdL)
Repositorio:Repositori Obert UdL
OAI Identifier:oai:repositori.udl.cat:10459.1/73021
Acceso en línea:https://doi.org/10.1089/g4h.2021.0034
http://hdl.handle.net/10459.1/73021
Access Level:acceso abierto
Palabra clave:Modern board and card games
Gamification
Behavioral executive dysfunctions
Social exclusion risk
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spelling Impact on Executive Dysfunctions of Gamification and Nongamification in Playing Board Games in Children at Risk of Social ExclusionVita Barrull, NúriaGuzmán, NúriaEstrada Plana, VerónicaMarch Llanes, JaumeMayoral, MaríaMoya Higueras, JorgeModern board and card gamesGamificationBehavioral executive dysfunctionsSocial exclusion riskObjective: 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.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)Mary Ann Liebert2021info:eu-repo/semantics/articleinfo:eu-repo/semantics/acceptedVersionapplication/pdfhttps://doi.org/10.1089/g4h.2021.0034http://hdl.handle.net/10459.1/73021reponame:Repositori Obert UdL instname:Universitat de Lleida (UdL)Inglésinfo:eu-repo/grantAgreement/AEI/Plan Estatal de Investigación Científica y Técnica y de Innovación 2017-2020/RTI2018-099800-B-I00Versió postprint del document publicat a https://doi.org/10.1089/g4h.2021.0034Games For Health Journal, 2022, vol. 11, núm. 1, p. 46-57(c) Mary Ann Liebert, Inc., 2022info:eu-repo/semantics/openAccessoai:repositori.udl.cat:10459.1/730212026-06-24T12:42:17Z
dc.title.none.fl_str_mv Impact on Executive Dysfunctions of Gamification and Nongamification in Playing Board Games in Children at Risk of Social Exclusion
title Impact on Executive Dysfunctions of Gamification and Nongamification in Playing Board Games in Children at Risk of Social Exclusion
spellingShingle Impact on Executive Dysfunctions of Gamification and Nongamification in Playing Board Games in Children at Risk of Social Exclusion
Vita Barrull, Núria
Modern board and card games
Gamification
Behavioral executive dysfunctions
Social exclusion risk
title_short Impact on Executive Dysfunctions of Gamification and Nongamification in Playing Board Games in Children at Risk of Social Exclusion
title_full Impact on Executive Dysfunctions of Gamification and Nongamification in Playing Board Games in Children at Risk of Social Exclusion
title_fullStr Impact on Executive Dysfunctions of Gamification and Nongamification in Playing Board Games in Children at Risk of Social Exclusion
title_full_unstemmed Impact on Executive Dysfunctions of Gamification and Nongamification in Playing Board Games in Children at Risk of Social Exclusion
title_sort Impact on Executive Dysfunctions of Gamification and Nongamification in Playing Board Games in Children at Risk of Social Exclusion
dc.creator.none.fl_str_mv Vita Barrull, Núria
Guzmán, Núria
Estrada Plana, Verónica
March Llanes, Jaume
Mayoral, María
Moya Higueras, Jorge
author Vita Barrull, Núria
author_facet Vita Barrull, Núria
Guzmán, Núria
Estrada Plana, Verónica
March Llanes, Jaume
Mayoral, María
Moya Higueras, Jorge
author_role author
author2 Guzmán, Núria
Estrada Plana, Verónica
March Llanes, Jaume
Mayoral, María
Moya Higueras, Jorge
author2_role author
author
author
author
author
dc.subject.none.fl_str_mv Modern board and card games
Gamification
Behavioral executive dysfunctions
Social exclusion risk
topic Modern board and card games
Gamification
Behavioral executive dysfunctions
Social exclusion risk
description 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.
publishDate 2021
dc.date.none.fl_str_mv 2021
dc.type.none.fl_str_mv info:eu-repo/semantics/article
info:eu-repo/semantics/acceptedVersion
format article
status_str acceptedVersion
dc.identifier.none.fl_str_mv https://doi.org/10.1089/g4h.2021.0034
http://hdl.handle.net/10459.1/73021
url https://doi.org/10.1089/g4h.2021.0034
http://hdl.handle.net/10459.1/73021
dc.language.none.fl_str_mv Inglés
language_invalid_str_mv Inglés
dc.relation.none.fl_str_mv info:eu-repo/grantAgreement/AEI/Plan Estatal de Investigación Científica y Técnica y de Innovación 2017-2020/RTI2018-099800-B-I00
Versió postprint del document publicat a https://doi.org/10.1089/g4h.2021.0034
Games For Health Journal, 2022, vol. 11, núm. 1, p. 46-57
dc.rights.none.fl_str_mv (c) Mary Ann Liebert, Inc., 2022
info:eu-repo/semantics/openAccess
rights_invalid_str_mv (c) Mary Ann Liebert, Inc., 2022
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
dc.publisher.none.fl_str_mv Mary Ann Liebert
publisher.none.fl_str_mv Mary Ann Liebert
dc.source.none.fl_str_mv reponame:Repositori Obert UdL
instname:Universitat de Lleida (UdL)
instname_str Universitat de Lleida (UdL)
reponame_str Repositori Obert UdL
collection Repositori Obert UdL
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repository.mail.fl_str_mv
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