The Development of Children’s Emotional Intelligence: Digital Games, Technologies and Practical Applications

A special issue of Journal of Intelligence (ISSN 2079-3200). This special issue belongs to the section "Social and Emotional Intelligence".

Deadline for manuscript submissions: 31 October 2026 | Viewed by 2765

Editors


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Guest Editor
Department of Pedagogy and Primary Education, National and Kapodistrian University of Athens, 106 80 Athens, Greece
Interests: emotional intelligence (general education; special education; social; workplace; psychological; leadership; digital technologies; serious games; social robots; STEM education); emotional skills; teacher education; pedagogy
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Guest Editor
Department of Developmental and Educational Psychology, University of the Basque Country, 01006 Vitoria-Gasteiz, Spain
Interests: emotional intelligence; education; educational research; psychology
Special Issues, Collections and Topics in MDPI journals

Special Issue Information

Dear Colleagues,

The concept of emotional intelligence (EI) was first introduced in the 1990s, and it highlighted the importance of recognizing, understanding, and managing emotions in oneself and others. EI plays a critical role in children’s emotional and social development, influencing their ability to manage emotions, build relationships, and cope with challenges. As we navigate the digital age, innovative tools such as digital games and advanced technologies have emerged as effective mediums to foster EI in children. Research in this field has also been centered on how these tools can be adapted to diverse populations, including children with special emotional or developmental needs, with the aim of making digital emotional intelligence development more inclusive.

Various technological interventions, including serious games, AI-driven emotional learning environments, immersive technologies, social robots, and educational apps, have broadened the scope of how emotional intelligence can be nurtured. These tools provide interactive, personalized, and gamified experiences that help children understand and manage emotions in a dynamic and engaging way. The integration of such technologies in educational and therapeutic contexts has led to a growing body of research exploring their effectiveness, challenges, and ethical considerations.

This Special Issue seeks to explore how digital games, AI-driven tools, and other technological applications can enhance children’s emotional intelligence development, addressing both theoretical and practical approaches. Our goal is to bring together a collection of studies that provide insights into the practical applications of these technologies, while also critically examining their limitations and potential risks. In addition to addressing the positive benefits of emotional intelligence in digital games and related technologies, we also welcome contributions that investigate the potential negative impacts of certain digital games on mental health and emotional intelligence. This dual perspective will allow for a more comprehensive understanding of the role of digital technologies in shaping emotional development.

The scope of this Issue will cover a wide range of topics, including, but not limited to, the design of emotional-intelligence-focused digital games, the role of AI and machine learning in emotional feedback systems, the use of virtual reality (VR) for emotional training, and case studies of digital interventions in educational or therapeutic settings. We encourage submissions that provide both theoretical frameworks and empirical data, offering a comprehensive view of the current state and future potential of this growing field. We also encourage interdisciplinary submissions from researchers in fields such as psychology, education, game design, and computer science.

Dr. Chara Papoutsi
Dr. Eider Goñi-Palacios
Guest Editors

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Keywords

  • emotional intelligence (EI)
  • emotional development
  • digital games and gamification
  • digital interventions for social–emotional learning (SEL)
  • artificial emotional intelligence (AEI)
  • virtual reality (VR) and augmented reality (AR)
  • social robots
  • mobile applications
  • interactive learning environments
  • adaptive learning systems
  • emotion recognition
  • affective computing
  • mental health
  • ethical and practical applications in digital emotional learning

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Published Papers (2 papers)

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16 pages, 1024 KB  
Article
Association Between Weekly Moderate-to-Vigorous Physical Activity and Emotional Intelligence Factors in Spanish Adolescents: Perspectives for Digital and Gamified Interventions
by Alberto Ruiz-Ariza, José Enrique Moral-García, Alba Rusillo-Magdaleno and Jose Luis Solas-Martínez
J. Intell. 2026, 14(1), 5; https://doi.org/10.3390/jintelligence14010005 - 3 Jan 2026
Cited by 1 | Viewed by 1511
Abstract
This study aimed to analyze the relationship between moderate to vigorous physical activity (MVPA) and dimensions of emotional intelligence (EI) in Spanish adolescents aged 12 to 16 years, controlling for variables such as gender, age, and body mass index (BMI). A total of [...] Read more.
This study aimed to analyze the relationship between moderate to vigorous physical activity (MVPA) and dimensions of emotional intelligence (EI) in Spanish adolescents aged 12 to 16 years, controlling for variables such as gender, age, and body mass index (BMI). A total of 171 students (92 boys; mean age = 13.73 ± 1.34 years) were analyzed, measuring MVPA using the PACE + Adolescent PA Measure and EI using the TEIQue-SF, which includes well-being, self-control, emotionality, and sociability. Physically active adolescents (>4 days/week with ≥60 min of MVPA) showed significantly higher scores in well-being and sociability compared to their inactive peers (p < 0.05), with no differences in emotionality or self-control. Regression analyses confirmed that weekly MVPA was positively associated with well-being and sociability, independent of gender, age, and BMI. These findings suggest that regular MVPA is associated with emotional balance and social competence in adolescents, highlighting the importance of integrating structured PA programs in and out of school. Furthermore, the study underscores the potential of digital and gamified interventions, such as exergames and mobile apps, as promising tools to support the emotional and social correlates of PA by promoting motivation, social interaction, and emotional regulation, offering innovative approaches to support adolescents’ social-emotional development. Full article
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31 pages, 1732 KB  
Systematic Review
Teacher-Mediated Digital Game-Based Learning and Children’s Emotional Intelligence in Inclusive Classrooms: A Systematic Review and Critical Narrative Synthesis
by Funda Uğurlu and Filiz Evran Acar
J. Intell. 2026, 14(8), 181; https://doi.org/10.3390/jintelligence14080181 - 7 Aug 2026
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Abstract
Digital game-based learning is increasingly used to support children’s engagement, interaction, and social–emotional development. However, its contribution to emotional intelligence, particularly in inclusive classroom contexts, remains theoretically underdeveloped and methodologically fragmented. This systematic review and critical narrative synthesis examines how teacher- or facilitator-mediated [...] Read more.
Digital game-based learning is increasingly used to support children’s engagement, interaction, and social–emotional development. However, its contribution to emotional intelligence, particularly in inclusive classroom contexts, remains theoretically underdeveloped and methodologically fragmented. This systematic review and critical narrative synthesis examines how teacher- or facilitator-mediated digital games address children’s emotional intelligence and related social–emotional outcomes in inclusive educational contexts. Following PRISMA 2020 reporting guidance, the review examined peer-reviewed articles indexed in Web of Science and Scopus between 2015 and 2026. After screening 347 unique records and assessing 31 full-text reports, 14 studies were included in the final synthesis. The review focused on four interrelated areas: the emotional and social–emotional outcomes addressed in digital game-based studies; the roles of teachers or facilitators in structuring, mediating, and debriefing game-based activities; the inclusive classroom conditions that support equitable participation and emotional safety; and the risks, limitations, or implementation challenges associated with classroom use. The findings suggest that digital games may become educationally meaningful when they are linked to explicit emotional learning goals, embedded in structured classroom or school-based activities, supported by teacher or facilitator mediation, and followed by reflection or debriefing. Based on the synthesis, the review proposes a teacher-mediated inclusive digital game-based emotional learning framework consisting of seven dimensions: emotional learning target, game selection and pedagogical fit, teacher mediation, inclusive participation, classroom interaction, reflective debriefing, and risk monitoring. Full article
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