Design of a Digital Game Intervention to Promote Socio-Emotional Skills and Prosocial Behavior in Children
Abstract
:1. Introduction
2. Methods
2.1. Step 1: Needs Assessment
2.2. Step 2: Behavioral Objectives and Matrices of Change
2.3. Step 3: Change Methods and Applications
3. Results
3.1. Step 4: Producing Program Components and Materials
3.2. Steps 5 and 6: Developing Implementation and Evaluation Plans
4. Discussion
4.1. Theory Application in Digital Game Design
4.2. Diverging and Converging Stakeholders’ Contributions
5. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Acknowledgments
Conflicts of Interest
Appendix A. Photos of the Game Prototype
References
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IMP Terms | Program Objectives | Performance Objectives | Change Objectives | Change Methods |
Applications or Strategies | |
---|---|---|---|---|---|---|
IMP Objective | Identify the health or quality of life problem | State the desired reduction in health problem/define the health-promoting situation | Identify behaviors that can help achieve the health-promoting situation | Select determinants that influence these behaviors. A change in the determinants is needed to allow people to perform the target behavior. | Select behavioral change techniques relevant for changing specific determinants. | Select applications that are suitable for the change methods and change objectives |
IMP step | Step 1—Needs assessment | Step 1—Needs assessment | Step 2—Change matrices | Step 2—Change matrices | Step 3—Change methods and strategies | Step 3—Change methods and strategies |
Applied to Project | General: Improve social-emotional skills and prosocial behavior in 8-11-year-olds | 1. Improve self-awareness: identifying own emotions, recognizing strengths | PO1 Identifying own emotions, PO2 recognizing own strengths | Knowledge & self-efficacy for PO1 & PO2 | Behavior Change Techniques: Active learning, Challenge, Feedback, Narrative, Using Imagery, Modelling, Contingent reinforcement (rewards) | Practical Game Applications: Game activities, Interactive game scenarios, Curriculum materials (discussion post game) |
2. Improve social awareness: empathy, perspective-taking | PO3 Perform Empathy (affective), PO4 Perform Perspective-taking (cognitive) | Knowledge & self-efficacy for PO3 & PO4 | ||||
3. Improve relationship skills (prosocial behavior): collaborate, offer help | PO5 Collaborate, PO6 Offer help | Knowledge, self-efficacy & intentions for PO5 & PO6 |
Performance Objectives | Knowledge | Self-Efficacy |
---|---|---|
Behavioral Objective (BO) 1 | Self-awareness | |
PO1. Be self-aware of own feelings/emotions | K1.1 Identify own emotions | S1.1 Demonstrate awareness of own feelings |
K1.2 Define/describe which emotions one can feel in common challenging situations | S1.2 Express confidence in identifying own emotions/feelings | |
PO2. Recognize own strengths (self-esteem) | K2.1 Identify/describe own strengths | S2.1 Express confidence in understanding own strengths |
K2.2 Define/describe common situations when one can use own strengths | S2.2 Express confidence in recognizing situations to use strengths | |
Behavioral Objective (BO) 2 | Social Awareness | |
PO3. Perform Empathy (affective) | K3.1 Describe how others may feel in certain challenging situations | S3.1 Express confidence in identifying how others may feel in certain challenging situations |
K3.2 Describe how one feels when others feel certain challenging emotions | S3.2 Demonstrate the ability to share other person’s feelings | |
PO4 Perform Perspective-taking (cognitive) | K4.1 Explain (understanding) why others may feel sad/angry/etc in certain situations | S4.1 Express confidence in understanding how others feel and why |
Performance Objectives | Knowledge | Self-Efficacy | Intentions |
---|---|---|---|
Behavioral Objective (BO) 3 | Relationship Skills (Prosocial Behavior) | ||
PO5 Collaborate | K5.1 Describe ways to collaborate with others in common scenarios (classroom work, at home, in sports, at lunch) | S5.1 Express confidence in the ability to collaborate with others in everyday scenarios | I5.1 Intend to collaborate with others in specific everyday scenarios * |
PO6 Offer help | K6.1 Describe ways to help others in challenging scenarios (someone crying, bullying, etc) | S6.1 Express confidence in helping others in challenging scenarios | I6.1 Intend to help others in specific challenging scenarios * |
Change Objective | Behavior Change Technique | Practical Application (in Game) |
---|---|---|
PO6 Offer Help | ||
Determinant: Knowledge | ||
K6.1 Describe ways to help others in challenging scenarios (someone crying, bullying, etc.) | Using Imagery (TIP) * Modelling (SCT) * Empathy training (TSD) * Consciousness Raising (HBM) * Active learning (SCT) * Framing (PMT) * Feedback (LT; SCT) * Shifting Perspective (TSD) * Scenario-based information (PAPM) * | Framing different interactive scenarios based on children’s life experience and selecting options of prosocial actions to perform in the game. Players receive positive or negative feedback from nonplayable characters (NPCs) depending on the selected social action. |
Determinant: Self-efficacy and Intentions | ||
S6.1 Express confidence in helping others in challenging scenarios. I6.1 Intend to help others in everyday and challenging scenarios. | Goal setting (TSR) * | Final in-game goal setting activity selecting social-emotional skills to improve or prosocial behaviors to perform in the next year. |
Activities | Description |
---|---|
Introductory scene (1) | An animated sequence presents the academy environment (futuristic, located in a different galaxy) and the narrative of the story. In this narrative, children are attending the first day at a special academy on another planet. In this imaginary world, every new student gets paired with a “biobot” (a living robot that can adapt to the human they are paired with) called R.E.M.I. Children have to train their robot by showing it how they behave and interact with other people (by being a role-model) which can be seen in their decision-making throughout the game. The decision points are socio-emotional dilemmas adapted to their age and experiences. |
Creating an ID card (2) | After the introductory scene, each player has to create their student card, where they select their personal strengths (self-awareness performance objective). Additionally, they create a de-identified code, the same that will be used to gather pre-post measurements anonymously. |
Decision-making scenarios (3–7) | Five decision-making scenarios have the objective of promoting reflection and use social-emotional decision-making and social problem-solving skills to promote using empathy, perspective taking, self-awareness, collaboration and helping (SEL objectives). Each selection (more or less prosocial) creates a new storyline that the game develops. Depending on how prosocial the players decisions are, they receive positive or negative reactions from the nonplayable characters (NPCs) (feedback). For instance, if the player selects the least prosocial action in a behavioral scenario, the NPCs will have a negative response (as seen in character’s face expressions and read in the dialogue box that follows each scenario). |
Robot upgrade scene (8) | Animated sequence. According to the decisions selected throughout the game, the player’s robot receives better or lower quality “upgrades” (fun pieces of robot equipment like propellors, satellites, etc.). This gives the player feedback on the prosocial level achieved by the choices they made throughout the game. The prosocial levels of “biobot upgrades” are classified in three categories. The robot will be golden and have better upgrades if more prosocial options were selected, silver if medium, and copper with the lowest quality upgrades if the least prosocial options were selected. Additionally, the Professor (NPC) that gives the player the robot upgrades, gives feedback on the level achieved in the dialogue box on the scene. |
Goal setting (9) | The goal setting activity will challenge participants to reflect about what they have learned and set prosocial goals. Examples are presented to children to answer this question. Alternatively, users can type in their answers. |
Post-game discussion (10) | To reinforce and explain the learnings of the game, a brief small groups discussion activity (10–15 min) is implemented. Facilitators and/or teachers explain what the correct answer in each scenario is and why, as well as explaining the socio-emotional skills that each action entails. Students reflect on how to apply what has been learnt in everyday life. |
Genre | Visuals and Ux |
---|---|
Interface|Procedure | Theme|Level of Visual Conceptualization |
Interface: Web-based interactive social simulation. Social simulation games are a subgenre of life simulation games that explore social interactions between multiple artificial characters [72]. | Visuals: Layered graphical composition including 3D models, 3D animation, 2D graphical user interface, text, and interactive buttons. E.g., 3D location in background, 3D animated characters in foreground, 2D user interface overlay of text-based dialogue and buttons. |
Procedure & Software: Blender for 3D modelling, rigging and animation. Unity for development. Google Firebase for storing information on a database. Adobe Illustrator for creating the graphical user interface. | User Experience: Users will experience a sequence of animations, music, and textual dialogues between multiple characters in each scene, and at certain stages, be offered a selection of three possible decisions. The decisions the user makes will direct them towards three possible outcomes that can be seen at the end of the game. |
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Saleme, P.; Dietrich, T.; Pang, B.; Parkinson, J. Design of a Digital Game Intervention to Promote Socio-Emotional Skills and Prosocial Behavior in Children. Multimodal Technol. Interact. 2021, 5, 58. https://doi.org/10.3390/mti5100058
Saleme P, Dietrich T, Pang B, Parkinson J. Design of a Digital Game Intervention to Promote Socio-Emotional Skills and Prosocial Behavior in Children. Multimodal Technologies and Interaction. 2021; 5(10):58. https://doi.org/10.3390/mti5100058
Chicago/Turabian StyleSaleme, Pamela, Timo Dietrich, Bo Pang, and Joy Parkinson. 2021. "Design of a Digital Game Intervention to Promote Socio-Emotional Skills and Prosocial Behavior in Children" Multimodal Technologies and Interaction 5, no. 10: 58. https://doi.org/10.3390/mti5100058
APA StyleSaleme, P., Dietrich, T., Pang, B., & Parkinson, J. (2021). Design of a Digital Game Intervention to Promote Socio-Emotional Skills and Prosocial Behavior in Children. Multimodal Technologies and Interaction, 5(10), 58. https://doi.org/10.3390/mti5100058