Computer Games as a Tool for Developing Emotional and Social Skills in Young People – A Psychological and Educational Perspective Cover Image

Gry komputerowe jako narzędzie rozwijania kompetencji emocjonalnych i społecznych młodzieży – ujęcie psychologiczno-edukacyjne
Computer Games as a Tool for Developing Emotional and Social Skills in Young People – A Psychological and Educational Perspective

Author(s): Grzegorz Świecarz
Subject(s): Visual Arts, Educational Psychology, Social development, ICT Information and Communications Technologies
Published by: Wydawnictwo Akademii Nauk Stosowanych WSGE im. A. De Gasperi w Józefowie
Keywords: video games; emotional competencies; social competencies; adolescents; educational psychology;

Summary/Abstract: The article presents an interdisciplinary analysis of the potential of video games in developing adolescents’ emotional and social competencies, with particular emphasis on content related to disability, mental health crises, and inclusive design elements. The theoretical section discusses a typology of games with educational, therapeutic, and inclusive functions, as well as their role in shaping empathy, theory of mind, and openness to social diversity. The empirical study involved 110 participants aged 18–24, divided into three groups according to their preferred game types. The analysis revealed that players engaged with titles addressing disability and incorporating mechanics simulating functional limitations scored significantly higher in empathy, acceptance of people with disabilities, theory of mind, social competencies, and awareness of inclusive design than those preferring games without an in-depth socio-emotional layer. The findings confirm that video games can serve as an important tool in prosocial education, prevention, and fostering social integration among young people.

  • Issue Year: 63/2025
  • Issue No: 3
  • Page Range: 919-938
  • Page Count: 20
  • Language: Polish
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