4.3 Article

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

期刊

PSYCHOSOCIAL INTERVENTION
卷 31, 期 2, 页码 83-96

出版社

COLEGIO OFICIAL PSICOLOGOS MADRID
DOI: 10.5093/pi2022a5

关键词

Cyberbullying bystanders; Self-regulation; In-group and out-group social agents; Serious games

资金

  1. Portuguese Foundation for Science and Technology, Portugal [PTDC/PSI-GER/1918/2020]
  2. CICPSI, Research Centre for Psychological Science of the Faculty of Psychology of the University of Lisbon [UIDB/04527/2020, UIDP/04527/2020]
  3. Fundação para a Ciência e a Tecnologia [PTDC/PSI-GER/1918/2020] Funding Source: FCT

向作者/读者索取更多资源

This study suggests that serious game-based interventions can encourage prosocial bystander behavior in cyberbullying situations. Players exhibited higher levels of prosocial assertive behavior, supported victims in their in-group more, and were less aggressive towards victims from out-groups.
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.

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