Documentation of co-creation and data supporting the development of a serious game for social skills

Abstract Adolescence is a critical period for the maturation of brain regions underlying social cognition, such as socio-moral reasoning (SMR) and decision-making. Adolescents—and adults who work with them—should have access to validated pedagogical tools and effective resources to support their social learning during this period. These tools are especially important when social or affective deficits are identified, given these can lead to maladaptive behaviors or mental health problems. However, few learning or intervention tools aimed at improving socio-moral reasoning and decision-making exist. The design of such tools should consider factors related to validity and youth engagement to ensure uptake and thus requires a break from traditional approaches. In response to this challenge, the Are you GAME? project aims to develop a serious video game (i.e., an interactive digital game designed for purposes beyond entertainment) designed to target socio-moral reasoning and decision-making abilities in adolescents. We present findings from four recherche-creation phases (Gamestorm session, Focus groups with adolescents, Focus groups with educators, Playtests) involving diverse co-creation partners (researchers, industry partners, user groups) to ensure transparency, support reproducibility, and inform future work in serious game design. The research-creation process comprised 15 co-creation sessions involving 72 participants, including adolescents, educators, researchers, and game design professionals. Qualitative data consisting of field notes, audio recordings, and written reports were analyzed through documentation across successive research-creation cycles. Preliminary Playtest results indicate that the game is a promising tool for promoting youth social competence.

Authors

Publication Details

Journal
Scientific Reports
Published
2026-09-26
DOI
https://doi.org/10.1038/s41598-026-72145-2
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
article

Documentation of co-creation and data supporting the development of a serious game for social skills

Miriam H. Beauchamp, Isabelle Ouellet‐Morin, Louis-Martin Guay, Julia Salles
Scientific Reports
Educational Games and Gamification
article

Documentation of co-creation and data supporting the development of a serious game for social skills

Miriam H. Beauchamp, Isabelle Ouellet‐Morin, Louis-Martin Guay, Julia Salles
article en

Abstract

Abstract Adolescence is a critical period for the maturation of brain regions underlying social cognition, such as socio-moral reasoning (SMR) and decision-making. Adolescents—and adults who work with them—should have access to validated pedagogical tools and effective resources to support their social learning during this period. These tools are especially important when social or affective deficits are identified, given these can lead to maladaptive behaviors or mental health problems. However, few learning or intervention tools aimed at improving socio-moral reasoning and decision-making exist. The design of such tools should consider factors related to validity and youth engagement to ensure uptake and thus requires a break from traditional approaches. In response to this challenge, the Are you GAME? project aims to develop a serious video game (i.e., an interactive digital game designed for purposes beyond entertainment) designed to target socio-moral reasoning and decision-making abilities in adolescents. We present findings from four recherche-creation phases (Gamestorm session, Focus groups with adolescents, Focus groups with educators, Playtests) involving diverse co-creation partners (researchers, industry partners, user groups) to ensure transparency, support reproducibility, and inform future work in serious game design. The research-creation process comprised 15 co-creation sessions involving 72 participants, including adolescents, educators, researchers, and game design professionals. Qualitative data consisting of field notes, audio recordings, and written reports were analyzed through documentation across successive research-creation cycles. Preliminary Playtest results indicate that the game is a promising tool for promoting youth social competence.

Scientific Reports
Quality Education
Openalex Percentile: Top 5%
Educational Games and Gamification
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.

Documentation of co-creation and data supporting the development of a serious game for social skills — Miriam H. Beauchamp, Isabelle Ouellet‐Morin, et al. · Scientific Reports (2026) | TGRS Research Map | TGRS