2022
DOI: 10.5093/pi2022a5
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Serious Game-based Psychosocial Intervention to Foster Prosociality in Cyberbullying Bystanders

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 … Show more

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Cited by 8 publications
(15 citation statements)
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“…There are few studies (e.g., Ref. [ 89 ]) assessing validated games’ efficacy in real world settings [ 90 ], and no studies using these resources to intervene in a longitudinal manner with social interaction among peers [ 91 , 92 ]. Thus, C@mViver game was created based on the Social Cognitive Theory [ 93 ] and the Bystander Intervention Model [ 94 ] and we believe that by playing a game that recreates a real social network, participants become more involved, reducing bias.…”
Section: Methodsmentioning
confidence: 99%
See 1 more Smart Citation
“…There are few studies (e.g., Ref. [ 89 ]) assessing validated games’ efficacy in real world settings [ 90 ], and no studies using these resources to intervene in a longitudinal manner with social interaction among peers [ 91 , 92 ]. Thus, C@mViver game was created based on the Social Cognitive Theory [ 93 ] and the Bystander Intervention Model [ 94 ] and we believe that by playing a game that recreates a real social network, participants become more involved, reducing bias.…”
Section: Methodsmentioning
confidence: 99%
“…It is a multiplayer game where players form groups of three students from the same class who can interact with each other but cannot interact with the other groups of three players. The interactions occur through a fictional social network with 12 social agents who interact with each other and the players [ 91 , 92 ]. The posts that appear in the news feed of this social network are essentially centered on the organization of the trip and everyday situations.…”
Section: Methodsmentioning
confidence: 99%
“…Moreover, these prevention programs may consider all those involved in cyberbullying and emphasize the importance of working with normative beliefs, with the aim of minimizing such situations. These programs can be delivered through blended learning methodologies, such as in-person sessions and using games to foster empathic reactions ( Ferreira et al., 2021 ) and pro-social behavior ( Ferreira et al., 2022 ). By striving in this direction, schools may be safer, more inclusive and favorable places to learn and can focus on the cognitive and emotional development of adolescents, particularly in their social interpersonal relationships online and offline.…”
Section: Practical Implicationsmentioning
confidence: 99%
“…Since cyberbullying is often undisclosed by victims, making it difficult to aid them during real-time events ( Francisco et al., 2015 ), it is crucial to investigate what is associated with bystanders’ reactions to such events ( Ferreira et al., 2021 ). In fact, bystanders have a determining role in the process of cyberbullying situations, as they can offer social support ( Ferreira et al., 2022 ), and contribute to reducing the negative consequences associated with this phenomenon ( Desmet et al., 2015 ). Thus, research should investigate bystanders’ affective reactions and their normative beliefs since these variables may affect behavior ( Macháčková and Pfetsch, 2016 ; Reisenzein, 2015 ).…”
Section: Introductionmentioning
confidence: 99%
“…Moreover, despite the fact that an important role in cyberbullying situations is played by bystanders, either by joining in or stopping the phenomenon [ 3 , 4 ], few interventions have focused on changing bystander behavior [ 5 ]. Thus, interventions to tackle cyberbullying are one of the main challenges to increase prosocial behavior online [ 6 , 7 ], because cyberbullying is one of the major contributors to poor mental wellbeing [ 8 ]. These interventions have accompanied the technological advances, and serious games and gamified tasks have been incorporated, since they are educational tools that are effective, motivate students, and are efficient in raising awareness and changing attitudes of youth in several areas [ 9 ].…”
Section: Introductionmentioning
confidence: 99%