The Cognitive Processes Behind Commercialized Board Games for Intervening in Mental Health and Education: A Committee of Experts

dc.contributor.authorVita Barrull, Núria
dc.contributor.authorMarch Llanes, Jaume
dc.contributor.authorGuzmán, Núria
dc.contributor.authorEstrada Plana, Verónica
dc.contributor.authorMayoral, María
dc.contributor.authorMoya Higueras, Jorge
dc.description.abstractBackground: The use of modern board games has been growing past years in education, research, and mental health attendance. Often one professional selects games by his/her criteria depending on his/her objective with them. We evaluated the cognitive processes inherent to each modern board game to obtain a consensus of the cognitive profile of each. We explain how to choose the most suitable board games in future interventions. Materials and Methods: Fifteen education, mental health, and neuroscience research professionals with board games experience participated in an online assessment of 27 modern board games. Experts received a virtual neuroeducation formation and played the games selection for further analysis. Participants answered a Likert scale about 12 cognitive processes activated with each game. Results: All modern board games obtained a high level of agreement (intraclass correlation [ICC] > 0.75). Besides, most cognitive processes reached a high agreement, except for cognitive flexibility and problem-solving (moderate range: 0.5 > ICC > 0.75). Differentiated cognitive profiles have been obtained for each game, some of which could work on more than one cognitive domain at a time. Finally, initial evidence about which board game mechanisms activate with cognitive domain was found. Conclusion: To conclude, this expert consensus methodology became a useful tool for assessing the cognitive profile behind modern board and card games. The results obtained may facilitate the choice of games to be used in future studies depending on the objective cognitive domain to be trained under a criterion based on the observations of a group of experts and not just the researcher's individual criteria.
dc.description.sponsorshipWe express our gratitude to all the people and associations (Afim21, REDES, Asociación de Juegos de Mesa Chinchimonete) implied in the present research. This work was supported by the Plan of Industrial Doctorates of the Secretariat of Universities and Research of the Department of Business and Knowledge of the Generalitat de Catalunya, the Comissionat per a Universitats i Recerca del DIUE, by the Agència de Gestió d'Ajuts Universitaris i de Recerca de la Generalitat de Catalunya (2017SGR1577), the Center for Biomedical Research Network on Mental Health (CIBERSAM), Instituto de Salud Carlos III, and the Spanish Ministry of Science, Innovation and Universities (MICIU/FEDER; project RTI2018-099800-B-I00).
dc.publisherMary Ann Liebert
dc.relationinfo:eu-repo/grantAgreement/AEI/Plan Estatal de Investigación Científica y Técnica y de Innovación 2017-2020/RTI2018-099800-B-I00/ES/PERSONALIDAD, ESTRES Y SALUD MENTAL EN LA ADOLESCENCIA: UN ESTUDIO LONGITUDINAL EN MUESTRAS DE POBLACION NORMAL Y CLINICA/
dc.relation.isformatofVersió postprint del document publicat a
dc.relation.ispartofGames For Health Journal, 2022
dc.rights(c) Mary Ann Liebert, 2022
dc.subjectExpert consensus
dc.subjectHot and cool executive function
dc.subjectMental health
dc.subjectModern board and card games
dc.subjectPsychosocial intervention
dc.titleThe Cognitive Processes Behind Commercialized Board Games for Intervening in Mental Health and Education: A Committee of Experts
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