ORIGINAL RESEARCH article

Front. Psychol.

Sec. Educational Psychology

Volume 16 - 2025 | doi: 10.3389/fpsyg.2025.1538761

The Impact of Educational Live Action Role-playing Games on Socialemotional Competence: A Mixed-Method Study with Chinese College Students

Provisionally accepted
Jiayi  ZhangJiayi Zhang1Jing  XuJing Xu2Muru  LiMuru Li1*
  • 1Department of Law and Political Science, North China Electric Power University, Baoding, Hebei Province, China
  • 2Sichuan University, Chengdu, Sichuan Province, China

The final, formatted version of the article will be published soon.

This mixed-method research was designed to explore the influence of real-time educational roleplaying games (LARPs) on the social-emotional competence of Chinese university students. A sample of 84 participants was recruited, with 42 assigned to the control group and 42 to the experimental group. Over an 8-week period, the experimental group engaged in the educational live action role-playing games project for 2-5 hours per week. To comprehensively evaluate the socialemotional competence of the participants, the Social-Emotional Competence Questionnaire was employed for quantitative assessment. Additionally, in-depth one-on-one interviews were employed within a qualitative research design to conduct thematic analysis. Based on quantitative and qualitative research, an explanatory sequential design was adopted to comprehensively identify the research findings. The results demonstrated that, compared with the control group, the experimental group exhibited a significant increase in social-emotional competence. In the dimensions of Engaging with others, Collaboration, and Open-mindedness, the improvements were remarkable. Further in-depth analysis indicated significant progress in specific sub-dimensions within each competency. In Engaging with others, Assertiveness and Sociability were enhanced; in Collaboration, Empathy and Co-operation were improved; and in Open-mindedness, Tolerance and Curiosity showed growth. Both the qualitative and quantitative data consistently suggest that educational live action role-playing games can arouse the interest of a wide range of students and effectively enhance their social-emotional competence. Drawing from the results, this research offered pedagogical and analytical insights to enhance the integration of educational live action role-playing games into cocurricular programs at the higher education context: providing high-quality scenario scripts with pedagogical significance, creating immersive contextually authentic environments, and implementing professional development programs for facilitators. This research also provided a new perspective on integrating game-centered elements and cooperative mechanisms into official curricula.

Keywords: Educational live action role-playing games, social-emotional competence, Collaborative Learning, mixed-method study, college students

Received: 03 Dec 2024; Accepted: 26 May 2025.

Copyright: © 2025 Zhang, Xu and Li. This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) or licensor are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.

* Correspondence: Muru Li, Department of Law and Political Science, North China Electric Power University, Baoding, Hebei Province, China

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