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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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Published in: | Entertainment computing 2019-03, Vol.29, p.75-86 |
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Main Authors: | , |
Format: | Article |
Language: | English |
Subjects: | |
Citations: | Items that this one cites Items that cite this one |
Online Access: | Get full text |
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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. |
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ISSN: | 1875-9521 1875-953X 1875-953X |
DOI: | 10.1016/j.entcom.2019.01.001 |