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Practicing emotion-regulation through biofeedback on the decision-making performance in the context of serious games: A systematic review

•Practice of emotion-regulation using biofeedback improves performance on a decision-making task in serious games.•Visual and gameplay biofeedback presentation in serious games supports emotion-regulation skill.•Serious games have been validated as an effective platform for practicing emotion-regula...

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Bibliographic Details
Published in:Entertainment computing 2019-03, Vol.29, p.75-86
Main Authors: Jerčić, Petar, Sundstedt, Veronica
Format: Article
Language:English
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Summary:•Practice of emotion-regulation using biofeedback improves performance on a decision-making task in serious games.•Visual and gameplay biofeedback presentation in serious games supports emotion-regulation skill.•Serious games have been validated as an effective platform for practicing emotion-regulation. Evidence shows that emotions critically influence human decision-making. Therefore, emotion-regulation using biofeedback has been extensively investigated. Nevertheless, serious games have emerged as a valuable tool for such investigations set in the decision-making context. This review sets out to investigate the scientific evidence regarding the effects of practicing emotion-regulation through biofeedback on the decision-making performance in the context of serious games. A systematic search of five electronic databases (Scopus, Web of Science, IEEE, PubMed Central, Science Direct), followed by the author and snowballing investigation, was conducted from a publication’s year of inception to October 2018. The search identified 16 randomized controlled experiment/quasi-experiment studies that quantitatively assessed the performance on decision-making tasks in serious games, involving students, military, and brain-injured participants. It was found that the participants who raised awareness of emotions and increased the skill of emotion-regulation were able to successfully regulate their arousal, which resulted in better decision performance, reaction time, and attention scores on the decision-making tasks. It is suggested that serious games provide an effective platform validated through the evaluative and playtesting studies, that supports the acquisition of the emotion-regulation skill through the direct (visual) and indirect (gameplay) biofeedback presentation on decision-making tasks.
ISSN:1875-9521
1875-953X
1875-953X
DOI:10.1016/j.entcom.2019.01.001