Can Video Games Boost Emotional Intelligence In Teenagers?

Video games aren’t renowned for boosting the social skills of players, with the stereotype prevailing of lonely teenagers locked in darkened rooms tapping away in isolation.  Alas, a recent study from Mary Ann Liebert suggests the stereotype might need updating, and the authors believe that video game scan actually enhance the emotional intelligence of teenage players.

The games were included as part of an emotional intelligence training program, and the results revealed that the game helped players to evaluate, express and manage their emotions in the aftermath of the training.

The training consisted of eight distinct sessions, with their emotional intelligence measured before the program began, immediately after it concluded, and then again three months later.

The results are important because teenagers are perhaps the group that most struggle with their emotions, so any support that can help to boost their emotional intelligence has to be examined.  The early results from the study showed that the game supported the ability of players to evaluate and express their emotions, and while the early gains were relatively small, the team believe they provide a foundation to build on with future iterations.

Digital support

Of course, this isn’t the only digital tool that has been shown to provide mental support for teenagers.  For instance, a study published last year highlighted how mobile apps can help young people tackle depression.

The work found that using an app to support young people could reduce attempted suicides by half compared to teenagers who received standard care during their hospitalization.

“Those first few weeks between leaving the hospital and receiving outpatient care is a high-risk time for these adolescents,” the authors say. “We’re trying to equip them with the tools they need when they become distressed – skills that may not be taught during standard inpatient treatment because there’s so much that goes into just stabilizing patients during their few days in the hospital.”

The intervention offered by the app is relatively short at just three hours, but it offers users a range of coping strategies that are based around each users favorite activities and fondest memories.  This information is programmed into the app that the teen then uses upon their discharge from the hospital.

The app, called BRITE, gives the user a daily prompt, with personalized recovery strategies to use whenever they feel distressed.  If the strategy doesn’t work, there are emergency numbers programmed into the app.

“These are some of the coping mechanisms that teens may forget when facing suicidal urges,” the researchers say. “We hoped that this intervention would promote safety at a vulnerable time, and the preliminary results are promising along these lines.”

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