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A recent study has unveiled the potential of a new video game, emoWELL, designed to aid university students aged 18 to 25 in managing their emotions effectively. Developed by a team from the Universitat Politècnica de València and the Universitat de València, this game employs a psychological framework to facilitate emotional education.
emoWELL immerses players in a narrative centered around a train journey, featuring various symbolic stops that represent common emotional struggles faced by young adults. The interactive nature of the game allows participants to engage in activities aimed at enhancing their emotional awareness and management skills.
The research involved 114 university students, who were split into two groups: one that utilized emoWELL and a control group that did not. Findings revealed that participants who played the game showed notable improvements in their emotional attention and reported a significant decrease in maladaptive strategies, such as emotional repression, which often exacerbate distress.
Moreover, students who engaged with emoWELL exhibited increased acceptance of their emotions and demonstrated better control over them. The researchers noted that these advancements in emotional regulation positively impacted students' overall well-being, specifically in areas related to self-acceptance and environmental demands.
The study's results have been published in the journal Frontiers in Psychology. Participants expressed positive feedback about their experiences with the game, emphasizing its educational value and user-friendly design. Many reported integrating the emotional management strategies learned through the game into their daily routines.
emoWELL is primarily intended as a preventative tool for emotional training, serving as a psychoeducational resource in university contexts. While it is not a substitute for professional mental health intervention, it can serve as a complementary resource for therapeutic practices.
Inmaculada Montoya from the Universitat de València underscored the game's significance, describing it as a pioneering tool that can enhance well-being programs for young adults. The study involved contributions from researchers Saray Velert-Jiménez, Selene Valero-Moreno, and Marián Pérez-Marín, all part of the University of Valencia.
For further details, the research article is available in Frontiers in Psychology.
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