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

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...

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Detalles Bibliográficos
Autores principales: Ferreira, Paula C., Simão, Ana Margarida Veiga, Paiva, Ana, Martinho, Carlos, Prada, Rui, Rocha, José
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Colegio Oficial de la Psicología de Madrid 2022
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10268556/
https://www.ncbi.nlm.nih.gov/pubmed/37360059
http://dx.doi.org/10.5093/pi2022a5
Descripción
Sumario: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, M(age) = 13.91, SD = 1.02, 53.3% male); alternative condition (n = 37, M(age) = 14, SD = 0.86, 54.1% female) and control condition (n = 54, M(age) = 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.