CHAPTER 7 Emotional Health Designing Games for Emotional Health Ralph Vacca, New York University, New York, New York, U.S.,
[email protected] Meagan Bromley, New York University, New York, New York, U.S.,
[email protected] Jakob Leyrer, University of Vienna, Vienna, Austria,
[email protected] Manuel Sprung, University of Vienna, Vienna, Austria,
[email protected] Bruce Homer, City University of New York, New York, New York, U.S.,
[email protected] Key Summary Points There is a growing understanding of key skills that can help individuals better manage 1 emotions to improve well-being, such as emotional understanding, executive functioning, and emotion regulation skills. In promoting emotional health, games can operate at the low-order brain training level (e.g., 2 drill-and-skill), as well as the higher order meaning-making level. Emotional health is broad, and efficacious approaches to skills development in emotional 3 health are highly contextual, taking into account expected outcomes, environmental context, and individual psychometric conditions. Key Terms Emotions Emotional health Emotional regulation Emotional intelligence Emotional understanding Self-regulation Executive functioning Mental health 123 Introduction It is not often we think about emotional health. Physical health, yes. We have heard of mental health. But what do we mean by emotional health? Furthermore, what are we referring to when we talk about games for emotional health? In this chapter we ask: can games help us develop specific skills that can in turn improve our emotional health? If so, what are the best practices for designing and using games to develop such skills? Defining emotional health First off, we should define what we mean by emotional health.