{"title":"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","authors":"Tiago Garrido Marques, Sandy Schumann, Enrico Mariconti","doi":"10.1186/s40163-024-00208-8","DOIUrl":null,"url":null,"abstract":"<h3 data-test=\"abstract-sub-heading\">Background</h3><p>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.</p><h3 data-test=\"abstract-sub-heading\">Methods</h3><p>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.</p><h3 data-test=\"abstract-sub-heading\">Results</h3><p>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.</p><h3 data-test=\"abstract-sub-heading\">Conclusions</h3><p>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.</p>","PeriodicalId":37844,"journal":{"name":"Crime Science","volume":null,"pages":null},"PeriodicalIF":3.1000,"publicationDate":"2024-05-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Positive behaviour interventions in online gaming: a systematic review of strategies applied in other environments\",\"authors\":\"Tiago Garrido Marques, Sandy Schumann, Enrico Mariconti\",\"doi\":\"10.1186/s40163-024-00208-8\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<h3 data-test=\\\"abstract-sub-heading\\\">Background</h3><p>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.</p><h3 data-test=\\\"abstract-sub-heading\\\">Methods</h3><p>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.</p><h3 data-test=\\\"abstract-sub-heading\\\">Results</h3><p>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.</p><h3 data-test=\\\"abstract-sub-heading\\\">Conclusions</h3><p>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.</p>\",\"PeriodicalId\":37844,\"journal\":{\"name\":\"Crime Science\",\"volume\":null,\"pages\":null},\"PeriodicalIF\":3.1000,\"publicationDate\":\"2024-05-30\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Crime Science\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1186/s40163-024-00208-8\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q1\",\"JCRName\":\"CRIMINOLOGY & PENOLOGY\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Crime Science","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1186/s40163-024-00208-8","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"CRIMINOLOGY & PENOLOGY","Score":null,"Total":0}
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.
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.