儿童空间:通过移动互动故事,提高青少年对 COVID-19 的掌握程度并减少其负面情绪。

IF 1 Q3 PEDIATRICS Minerva Pediatrics Pub Date : 2024-04-01 DOI:10.23736/S2724-5276.24.07371-3
Silvia Scelsi, Pasquale Capuozzo, Ludovica Primavera, Simona Calza, Roberta Da Rin Della Mora, Laura Bandelloni, Alessandra Biolcati Rinaldi, Paola Cimellaro, Maria D'Apruzzo, S. Di Profio, Alice Parodi, S. Rebora, Simona Serveli, Daniela Tani, Rosanna Viacava, C. Venturino
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引用次数: 0

摘要

背景 COVID-19 大流行对儿童和青少年来说是一个复杂的事件,严重影响了他们的日常活动。在这种情况下,我们的研究旨在验证 "儿童空间"(一款基于大流行病互动故事的临时开发的游戏)是否能提高对 COVID-19 的掌握程度并减少负面情绪。结果236名7至12岁的参与者(男=116;女=120)完成了 "儿童空间 "互动体验。我们的结果表明,游戏体验对情绪状态和对 COVID-19 的感知掌握程度有明显影响。事实上,在互动讲故事之前,不愉快的情绪状态占主导地位(77% 的参与者报告了这种情绪),而在游戏之后,愉快的情绪明显占主导地位(68% 的参与者报告了这种情绪)。在感知掌握方面,结果显示,自认为非常专业的参与者从 49% 上升到 88%。本研究提供的初步研究结果强调了利用基于儿童互动故事的新技术有效传达与年龄相适应的复杂现实事件(如 COVID-19 大流行病)信息的潜在益处,同时也减轻了相关的负面情绪反应。
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Space For Children: improving mastery and reducing negative emotions about COVID-19 in youth via mobile interactive storytelling.
BACKGROUND The COVID-19 pandemic has been a complex event for children and adolescents, significantly impacting their daily activities. In this scenario, our study aims at verifying if "Space for Children," an ad-hoc developed game based on interactive storytelling about the pandemic, can increase mastery and reduces negative emotions about COVID-19. METHODS The app Space for Children has been sponsored and spread online by email and social media platforms for a limited time period (from May 2021 to January 2022). Before and after the interactive storytelling, participants answered two questionnaires containing a couple of critical questions regarding their emotional state and their perceived mastery about COVID-19. RESULTS Two hundred thirty-six participants (M=116; F=120) between 7 and 12 years old completed the Space for Children interactive experience. Our results show a significant effect of the game experience on emotional state and perceived mastery regarding COVID-19. Indeed, before the interactive storytelling unpleasant emotional states prevail (reported by 77% of participants) while after the game a clear prevalence of pleasant emotions emerges (reported by 68% of participants). Regarding perceived mastery, results show that self-reported very expert participants passed from 49% to 88%. All the results hold irrespective of age group and sex. CONCLUSIONS This study presents preliminary findings that highlight the potential benefits of utilizing new technologies based on Interactive Storytelling for Children to effectively convey age-appropriate information about complex real-life events, such as the COVID-19 pandemic, while also mitigating associated negative emotional responses.
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