网络游戏中的积极行为干预:对其他环境中应用策略的系统回顾

IF 3.1 Q1 CRIMINOLOGY & PENOLOGY
Tiago Garrido Marques, Sandy Schumann, Enrico Mariconti
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引用次数: 0

摘要

背景破坏性行为是网络游戏中经常出现的问题,通常通过反应性和惩罚性策略来处理。然而,在健康和教育环境、工作场所以及人际关系中,也实施了积极行为干预措施。本系统性综述评估了积极行为策略的使用情况及其在各种环境中的有效性,从而为将此类干预措施应用于(多人)网络游戏提供建议。方法我们在综述中纳入了22项记录,并研究了(a)目标个人/群体,(b)解决的具体破坏性行为问题,(c)积极行为策略干预的性质,以及(d)其有效性。结果研究结果表明,迄今为止最常见的干预措施是促进积极的旁观者干预、良好行为游戏以及嘟嘴/积极的同伴报告。这些干预措施旨在预防或减少攻击性行为、消极的同伴互动、辱骂、网络欺凌和仇恨言论。考虑到线上和线下环境的异同,我们认为 "嘟嘴 "和 "良好行为游戏 "最适合应用于(多人)在线游戏。
本文章由计算机程序翻译,如有差异,请以英文原文为准。

Positive behaviour interventions in online gaming: a systematic review of strategies applied in other environments

Positive behaviour interventions in online gaming: a systematic review of strategies applied in other environments

Background

Disruptive behaviours are a recurrent concern in online gaming and are usually dealt with through reactive and punitive strategies. However, in health and educational settings, workplaces, and the context of interpersonal relationships, positive behaviour interventions have been implemented as well. This systematic review assessed the use of positive behaviour strategies as well as their effectiveness in a range of environments to suggest routes for transferring such interventions to (multiplayer) online gaming.

Methods

We included 22 records in the review and examined (a) the targeted individuals/groups, (b) the specific disruptive behaviour problems that were addressed, (c) the nature of the positive behaviour strategy intervention, and (d) its effectiveness.

Results

Findings showed that the most common interventions that have been investigated thus far are the promotion of active bystander intervention, the good behaviour game, and tootling/positive peer reporting. These sought to prevent or reduce aggressive behaviour, negative peer interaction, name-calling, cyberbullying, and hate speech. The identified interventions differed in their effectiveness; however, all demonstrated some degree of positive impact.

Conclusions

Considering similarities and differences between online and offline settings, we propose that tootling and the good behaviour game are most suitable to be applied to (multiplayer) online gaming.

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来源期刊
Crime Science
Crime Science Social Sciences-Cultural Studies
CiteScore
11.90
自引率
8.20%
发文量
12
审稿时长
13 weeks
期刊介绍: Crime Science is an international, interdisciplinary, peer-reviewed journal with an applied focus. The journal''s main focus is on research articles and systematic reviews that reflect the growing cooperation among a variety of fields, including environmental criminology, economics, engineering, geography, public health, psychology, statistics and urban planning, on improving the detection, prevention and understanding of crime and disorder. Crime Science will publish theoretical articles that are relevant to the field, for example, approaches that integrate theories from different disciplines. The goal of the journal is to broaden the scientific base for the understanding, analysis and control of crime and disorder. It is aimed at researchers, practitioners and policy-makers with an interest in crime reduction. It will also publish short contributions on timely topics including crime patterns, technological advances for detection and prevention, and analytical techniques, and on the crime reduction applications of research from a wide range of fields. Crime Science publishes research articles, systematic reviews, short contributions and theoretical articles. While Crime Science uses the APA reference style, the journal welcomes submissions using alternative reference styles on a case-by-case basis.
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