The development of ReGoal, a serious mobile game for young people with conduct problems
Bibliographic Data
| ID | 21452328 |
|---|---|
| Authors | Maria Livanou (0000-0002-1373-4404, Institute of Psychiatry, Psychology and Neuroscience, corresponding author), Ifigeneia Manitsa (0000-0002-0239-3579, University of Birmingham), Vedad Hulusic (0000-0002-3675-095X, Bournemouth University), Mark Samara (0000-0002-7857-1204, Kingston University), Marcus Bull (0000-0002-6498-9781, Kingston University), Alberto De Caro (Bournemouth University), Alberto De (Bournemouth University) |
| Year | 2025 |
| Volume | 44 |
| Issue | 11 |
| Pages | 2670-2696 |
| Publication date | 2025-07-03 |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Behaviour and Information Technology (JOURNAL) |
| Journal identifiers | ISSN: 0144-929X • E-ISSN: 1362-3001 |
| Publisher | Informa UK Limited (PUBLISHER • GB) |
| DOI | 10.1080/0144929x.2024.2404241 |
| OpenAlex | W4402683258 |
| Language | EN |
| References cited | 53 |
Research suggests that serious games can be used as supplementary training tools for young people with complex mental health needs. This study aimed to co-produce a mobile-accessible serious game, ReGoal, in collaboration with young people (11–16 years) and an interdisciplinary team of academic experts and practitioners. ReGoal is aimed to serve as a supplementary tool for improving emotion regulation, goal-orientation, and executive functioning skills. This study consisted of three interlinked co-production phases. First, 122 participants, of which 34% had moderate to high conduct problems, completed an online survey about the role of gaming in managing their emotions. During the second phase, 16 young people attended three focus groups in which their lived experiences shaped the narrative of ReGoal. In the third phase, an online user survey gathered feedback from 72 young people playing the most recent prototype of ReGoal. The key findings suggest that young people valued playing ReGoal as a supplementary aid to improving their mood, increasing empathy towards peers and family, reducing anxiety, anger, and impulsivity, and understanding other people’s emotions. Future research should test the applicability and feasibility of ReGoal in reducing behavioural problems with clinical and non-clinical samples
Business · Computer security · Development (topology) · Game design · Human–computer interaction · Internet privacy · Multimedia · Serious game · Video game development · Computer Science · Digital Games and Media · Educational Games and Gamification · Gambling Behavior and Treatments · Mathematics
Handbook of Evidence-Based Interventions for Children and Adolescents
Diagnostic and Statistical Manual of Mental Disorders
Long-Term Outcomes of Attention-Deficit/Hyperactivity Disorder and Conduct Disorder
GameFlow
Strengths and Difficulties Questionnaire as a Dimensional Measure of Child Mental Health
Reaching the hard-to-reach
The good lives model of offender rehabilitation
Temporal self-regulation theory
Serious Games as a Complementary Tool for Social Skill Development in Young People
Exploring the Potential for Students to Develop Self-Awareness through Personalized Learning
Serious game the Emotion Detectives helps to improve social–emotional skills of children with neurodevelopmental disorders
Applying Social Cognitive Theory to Explore Relational Aggression across Early Adolescence
Anger regulation in disadvantaged preschool boys
The benefits of playing video games
Children's Experiences on Learning the 21st-Century Skills With Digital Games
| Highly cited | No |
|---|