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Innovative Video Game Enhances Emotional Regulation in Young Adults, Study Finds

Innovative Video Game Enhances Emotional Regulation in Young Adults, Study Finds

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A new immersive video game, emoWELL, has shown promising results in enhancing emotional regulation and well-being among young university students, offering a novel approach for emotional training and prevention.

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A pioneering study led by researchers from the Universitat Politècnica de València and the University of Valencia has demonstrated the positive impact of emoWELL, a specially designed video game aimed at improving emotional management among university students aged 18 to 25. The development team, including José Antonio Gil Gómez and Inmaculada Montoya Castilla, created emoWELL based on psychological principles and immersive storytelling techniques. The game simulates a train journey, featuring symbolic stops that address common emotional challenges faced during early adulthood. Participants engage in interactive activities that teach them to identify, understand, and effectively regulate their emotions.

The study involved 114 university students divided into experimental and control groups. Those who used emoWELL exhibited significant improvements in their attention to emotional cues and a reduction in maladaptive strategies, such as emotional repression, which often exacerbate distress. Moreover, players reported better acceptance of their emotions and gained greater control over them, which positively influenced their overall well-being, including self-acceptance and environmental adaptation. The findings were published in the journal Frontiers in Psychology.

Participants largely responded favorably to emoWELL, emphasizing its educational content and accessibility. Many incorporated learned strategies into their daily routines, showcasing the game’s potential as a preventive tool. According to researcher José Antonio Gil Gómez, emoWELL is seen as a valuable psychoeducational resource that complements existing mental health interventions, particularly in university settings. It is important to note, however, that emoWELL is designed for prevention and should not replace professional psychological treatments. The research underscores the game's role as an innovative approach to emotional training and well-being promotion for young adults.

The study involved contributions from researchers Saray Velert-Jiménez, Selene Valero-Moreno, and Marián Pérez-Marín. The team emphasizes that while emoWELL provides beneficial support, it should be integrated within a broader mental health framework for optimal impact.

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