Search
On-Site Program Calendar
Browse By Day
Browse By Time
Browse By Person
Browse By Room
Browse By Unit
Browse By Session Type
Search Tips
Change Preferences / Time Zone
Sign In
X (Twitter)
We investigated whether digital game play can enhance child wellbeing across six dimensions (competence, agency, relatedness, curiosity, optimism, and reduced stress). We conducted a playtesting study (N=25) to develop wellbeing profiles for six games, which informed an experimental study in which 8- to 12-year-olds (N=62) either played tablet-based casual games over an 8-week period (play group) or engaged in other activities (control group) in an afterschool program. We administered the Basic Psychological Need Satisfaction Scale and the KIDSCREEN-27 as pre- and/or post-intervention tests. We found that for children with specific psychological needs, the play intervention improved related domains of wellbeing. Results have theoretical and practical implications, including guidance for game designers to add features supporting child wellbeing.