GAME MEDIA IN ENHANCING EMOTION REGULATION AMONG ADOLESCENTS IN SCHOOLS: A LITERATURE REVIEW Nur Indah Chairunnisa1* , Dwi Sarwani Sri Rejeki 2 , Siwi Pramatama Mars Wijayanti 3
123 Department of Public Health, Postgraduate Program, Faculty of Health Sciences, Jenderal Soedirman
2 Research Centre of Rural Health, Institute for Research and Community Service, Jenderal Soedirman
University, Indonesia
Abstract
Background: Effective emotion regulation is important for the well-being of adolescents, yet many teenagers struggle to manage their emotions. Game media is viewed as an innovative approach to enhance emotional regulation skills in the school context. Purpose: This study aims to examine various types of game media used to enhance emotional regulation among
adolescents in schools through a systematic review. Method: The literature search was conducted in PubMed, ScienceDirect, and Google Scholar using the PRISMA protocol. Six articles that met the inclusion criteria were analyzed, including modified card games, digital games, and biofeedback-based serious games. Results: Card games like UNO and Truth or Dare are effective in enhancing emotional awareness and emotion management skills. Digital games, especially those that incorporate biofeedback, have shown effectiveness in reducing symptoms of anxiety and depression, as well as improving impulse control and self-efficacy. Conclusions: Game media is a potential alternative for improving emotional regulation among adolescents in schools. However, the variability in study designs, lack of long-term evaluations, and limitations of measurement tools pose challenges that need to be addressed in future research.
Keywords: Intervention- Game Media- Emotion Regulation- Adolescents