A Co-Design Protocol for a Serious Game Supporting Emotion Regulation in Children

Technological advancements have led to the development of serious games (SGs), which are now widely used in mental healthcare. These digital interventions are used for education and treatment and are effective in supporting emotion regulation (ER) in young people. Their engaging nature and accessibility make them a promising solution to gaps in traditional mental health services. This work presents a protocol for the development of a SG designed to promote emotional knowledge and ER skills in school-aged children in both school and clinical settings. The SG’s development will be based on a co-design methodology involving the active participation of children, parents, teachers, and healthcare professionals throughout three phases: 1) conceptual design, 2) prototype testing, and 3) usability testing. The outcomes of SG will be assessed based on user experience and satisfaction, as well as system usability and clinical measures. Pre- and post-test assessments will be used to measure improvements in emotion recognition and ER skills. The final SG is expected to fulfill real-world needs and ensure that it is educational and enjoyable. This protocol provides a replicable framework for co-designed digital interventions in mental health, emphasizing user-centered design to enhance both effectiveness and involvement.

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Publication Details

Journal
European Conference on Games Based Learning
Published
2025-09-26
DOI
https://doi.org/10.34190/ecgbl.19.2.4146
Primary Topic
Child Development and Digital Technology
Type
article
Field-Weighted Citation Impact
0.00

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article

A Co-Design Protocol for a Serious Game Supporting Emotion Regulation in Children

Bárbara Andrade de Carvalho, Eliana Silva, Luís Paulo Reis
European Conference on Games Based Learning
Child Development and Digital Technology
article

A Co-Design Protocol for a Serious Game Supporting Emotion Regulation in Children

Bárbara Andrade de Carvalho, Eliana Silva, Luís Paulo Reis
article en

Abstract

Technological advancements have led to the development of serious games (SGs), which are now widely used in mental healthcare. These digital interventions are used for education and treatment and are effective in supporting emotion regulation (ER) in young people. Their engaging nature and accessibility make them a promising solution to gaps in traditional mental health services. This work presents a protocol for the development of a SG designed to promote emotional knowledge and ER skills in school-aged children in both school and clinical settings. The SG’s development will be based on a co-design methodology involving the active participation of children, parents, teachers, and healthcare professionals throughout three phases: 1) conceptual design, 2) prototype testing, and 3) usability testing. The outcomes of SG will be assessed based on user experience and satisfaction, as well as system usability and clinical measures. Pre- and post-test assessments will be used to measure improvements in emotion recognition and ER skills. The final SG is expected to fulfill real-world needs and ensure that it is educational and enjoyable. This protocol provides a replicable framework for co-designed digital interventions in mental health, emphasizing user-centered design to enhance both effectiveness and involvement.

European Conference on Games Based LearningVol. 19(2)
Universidade do Porto (PT), Artificial Intelligence in Medicine (Canada) (CA)
Ministério da Ciência, Tecnologia e Ensino Superior, Fundação para a Ciência e a Tecnologia
Openalex Percentile: Top 41%
Child Development and Digital Technology
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