Serious Game-based Psychosocial Intervention to Foster Prosociality in Cyberbullying Bystanders.

IF 3.6 1区 心理学 Q1 PSYCHOLOGY, MULTIDISCIPLINARY
Paula C Ferreira, Ana Margarida Veiga Simão, Ana Paiva, Carlos Martinho, Rui Prada, José Rocha
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引用次数: 4

Abstract

Bystanders of cyberbullying play an important role in the resolution of such situations and therefore, it is beneficial to promote self-regulation strategies that enable them to engage in prosocial behavior in these contexts. We propose that serious game-based psychosocial interventions with profile-based social agents can encourage prosocial bystander behavior in cyberbullying. A pilot quasi-experimental study with repeated and pre/post measurements was performed. We randomly assigned 194 7th and 8th graders to three conditions, namely experimental condition (n = 103, Mage = 13.91, SD = 1.02, 53.3% male); alternative condition (n = 37, Mage = 14, SD = 0.86, 54.1% female) and control condition (n = 54, Mage = 13.92, SD = 0.85, 50.9% female). An analysis of covariance showed that players revealed higher levels of prosocial assertive behavior when compared to other participants. Through multilevel modelling of longitudinal log-file data, we found that those who did not experience the game tended to interpret the cyberbullying situations more as non-serious, avoid assuming responsibility for intervening, and engage in aggressive behavior toward the victim. Players tended to support more and were less aggressive with victims from their in-group than those from the out-group. Insights for the development of games to promote prosocial behavior in bystanders of cyberbullying are presented.

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基于严肃游戏的心理社会干预:促进网络欺凌旁观者的亲社会行为。
网络欺凌的旁观者在这些情境的解决中扮演着重要的角色,因此,促进自我调节策略是有益的,使他们能够在这些情境中从事亲社会行为。我们提出基于游戏的社会心理干预与基于档案的社会代理人可以促进网络欺凌中的亲社会旁观者行为。进行了重复和前后测量的试点准实验研究。我们将194名七、八年级学生随机分为三组,即实验组(n = 103, Mage = 13.91, SD = 1.02,男性53.3%);选择组(n = 37, Mage = 14, SD = 0.86,女性54.1%)和对照组(n = 54, Mage = 13.92, SD = 0.85,女性50.9%)。协方差分析表明,与其他参与者相比,玩家表现出更高水平的亲社会自信行为。通过纵向日志文件数据的多层次建模,我们发现那些没有体验过游戏的人更倾向于将网络欺凌情况解释为不严重,避免承担干预责任,并对受害者采取攻击行为。比起外群体的受害者,玩家更倾向于对内群体的受害者给予更多的支持和更少的攻击性。提出了促进网络欺凌旁观者亲社会行为的游戏开发的见解。
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来源期刊
Psychosocial Intervention
Psychosocial Intervention PSYCHOLOGY, MULTIDISCIPLINARY-
CiteScore
8.00
自引率
8.30%
发文量
10
审稿时长
14 weeks
期刊介绍: Psychosocial Intervention is a peer-reviewed journal that publishes papers in all areas relevant to psychosocial intervention at the individual, family, social networks, organization, community, and population levels. The Journal emphasizes an evidence-based perspective and welcomes papers reporting original basic and applied research, program evaluation, and intervention results. The journal will also feature integrative reviews, and specialized papers on theoretical advances and methodological issues. Psychosocial Intervention is committed to advance knowledge, and to provide scientific evidence informing psychosocial interventions tackling social and community problems, and promoting social welfare and quality of life. Psychosocial Intervention welcomes contributions from all areas of psychology and allied disciplines, such as sociology, social work, social epidemiology, and public health. Psychosocial Intervention aims to be international in scope, and will publish papers both in Spanish and English.
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