The impact of educational live action role-playing games on social–emotional competence: a mixed-method study with Chinese college students

The results demonstrated that, compared with the control group, the experimental group exhibited a significant increase in social-emotional competence. In the dimensions of Engaging with others, Collaboration, and Open-mindedness, the improvements were remarkable. Further in-depth analysis indicated significant progress in specific sub-dimensions within each competency. In Engaging with others, Assertiveness and Sociability were enhanced; in Collaboration, Empathy and Co-operation were improved; and in Open-mindedness, Tolerance and Curiosity showed growth. Both the qualitative and quantitative data consistently suggest that educational live action role-playing games can arouse the interest of a wide range of students and effectively enhance their social-emotional competence. Drawing from the results, this research offered pedagogical and analytical insights to enhance the integration of educational live action role-playing games into co-curricular programs at the higher education context: providing high-quality scenario scripts with pedagogical significance, creating immersive contextually authentic environments, and implementing professional development programs for facilitators. This research also provided a new perspective on integrating game-centered elements and cooperative mechanisms into official curricula.

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Publication Details

Journal
Frontiers in Psychology
Published
2025-06-09
DOI
https://doi.org/10.3389/fpsyg.2025.1538761
Citations
2
Primary Topic
Emotional Intelligence and Performance
Type
article
Field-Weighted Citation Impact
4.88
Controls
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article

The impact of educational live action role-playing games on social–emotional competence: a mixed-method study with Chinese college students

MINGZHU LI, Jiayi Zhang, Jing Xu
2 citations
Frontiers in Psychology
Emotional Intelligence and Performance
4.88
article

The impact of educational live action role-playing games on social–emotional competence: a mixed-method study with Chinese college students

MINGZHU LI, Jiayi Zhang, Jing Xu
article en
2 citations

Abstract

The results demonstrated that, compared with the control group, the experimental group exhibited a significant increase in social-emotional competence. In the dimensions of Engaging with others, Collaboration, and Open-mindedness, the improvements were remarkable. Further in-depth analysis indicated significant progress in specific sub-dimensions within each competency. In Engaging with others, Assertiveness and Sociability were enhanced; in Collaboration, Empathy and Co-operation were improved; and in Open-mindedness, Tolerance and Curiosity showed growth. Both the qualitative and quantitative data consistently suggest that educational live action role-playing games can arouse the interest of a wide range of students and effectively enhance their social-emotional competence. Drawing from the results, this research offered pedagogical and analytical insights to enhance the integration of educational live action role-playing games into co-curricular programs at the higher education context: providing high-quality scenario scripts with pedagogical significance, creating immersive contextually authentic environments, and implementing professional development programs for facilitators. This research also provided a new perspective on integrating game-centered elements and cooperative mechanisms into official curricula.

Frontiers in PsychologyVol. 16
North China Electric Power University (CN), Sichuan University (CN), Chengdu University (CN)
Openalex Percentile: Top 6%
Emotional Intelligence and Performance
4.88
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