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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...
Autores principales: | , , , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Colegio Oficial de la Psicología de Madrid
2022
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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 |
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author | Ferreira, Paula C. Simão, Ana Margarida Veiga Paiva, Ana Martinho, Carlos Prada, Rui Rocha, José |
author_facet | Ferreira, Paula C. Simão, Ana Margarida Veiga Paiva, Ana Martinho, Carlos Prada, Rui Rocha, José |
author_sort | Ferreira, Paula C. |
collection | PubMed |
description | 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. |
format | Online Article Text |
id | pubmed-10268556 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2022 |
publisher | Colegio Oficial de la Psicología de Madrid |
record_format | MEDLINE/PubMed |
spelling | pubmed-102685562023-06-23 Serious Game-based Psychosocial Intervention to Foster Prosociality in Cyberbullying Bystanders Ferreira, Paula C. Simão, Ana Margarida Veiga Paiva, Ana Martinho, Carlos Prada, Rui Rocha, José Psychosoc Interv Research-Article 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. Colegio Oficial de la Psicología de Madrid 2022-05-13 /pmc/articles/PMC10268556/ /pubmed/37360059 http://dx.doi.org/10.5093/pi2022a5 Text en Copyright © 2022, Colegio Oficial de la Psicología de Madrid https://creativecommons.org/licenses/by-nc-nd/4.0/This is an Open Access article distributed under the terms of the Creative Commons Attribution-Noncommercial No Derivative License, which permits unrestricted non-commercial use, distribution, and reproduction in any medium provided the original work is properly cited and the work is not changed in any way. |
spellingShingle | Research-Article Ferreira, Paula C. Simão, Ana Margarida Veiga Paiva, Ana Martinho, Carlos Prada, Rui Rocha, José Serious Game-based Psychosocial Intervention to Foster Prosociality in Cyberbullying Bystanders |
title | Serious Game-based Psychosocial Intervention to Foster Prosociality in Cyberbullying Bystanders |
title_full | Serious Game-based Psychosocial Intervention to Foster Prosociality in Cyberbullying Bystanders |
title_fullStr | Serious Game-based Psychosocial Intervention to Foster Prosociality in Cyberbullying Bystanders |
title_full_unstemmed | Serious Game-based Psychosocial Intervention to Foster Prosociality in Cyberbullying Bystanders |
title_short | Serious Game-based Psychosocial Intervention to Foster Prosociality in Cyberbullying Bystanders |
title_sort | serious game-based psychosocial intervention to foster prosociality in cyberbullying bystanders |
topic | Research-Article |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10268556/ https://www.ncbi.nlm.nih.gov/pubmed/37360059 http://dx.doi.org/10.5093/pi2022a5 |
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