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首页> 外文期刊>Computers in Human Behavior >The efficacy of the Friendly Attac serious digital game to promote prosocial bystander behavior in cyberbullying among young adolescents: A cluster-randomized controlled trial
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The efficacy of the Friendly Attac serious digital game to promote prosocial bystander behavior in cyberbullying among young adolescents: A cluster-randomized controlled trial

机译:友好的Attac严肃数字游戏在促进青少年网络欺凌中亲社会旁观者行为的功效:一项集群随机对照试验

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Cyberbullying is a social phenomenon which can bring severe harm to victims. Bystanders can show positive bystander behavior (e.g. defending) and decrease cyberbullying and its harm, or negative behavior (e.g. passive bystanding, joining) and sustain cyberbullying and its negative effects. Few interventions have currently targeted bystanders and evaluated results on their behavior or its determinants. The intervention consisted of a serious game specifically targeting cyberbullying bystander behavior. A cluster-randomized controlled trial was conducted among 8th graders (n = 216) in two schools. Measurements were taken at baseline, immediately after the intervention and at 4-week followup. The serious game intervention resulted in significant improvements in self-efficacy, prosocial skills, and the intention to act as a positive bystander. These are mainly predictors of positive bystander behavior. No significant effects were found for predictors of negative bystander behavior. The intervention also increased witnessing of cyberbullying incidents, potentially a measure of awareness of cyberbullying taking place, and quality of life. No effects were found on behavior itself, bullying or cyberbullying prevalence. This brief serious game intervention affected determinants of bystander behavior and quality of life among adolescents. Further efforts are needed to address (negative) bystander behavior and cyberbullying involvement. (C) 2017 Elsevier Ltd. All rights reserved.
机译:网络欺凌是一种社会现象,可能对受害者造成严重伤害。旁观者可以表现出积极的旁观者行为(例如捍卫)并减少网络欺凌及其危害,或消极行为(例如被动旁观,加入)并维持网络欺凌及其负面影响。目前很少有干预措施针对旁观者并评估其行为或其决定因素的结果。干预包括专门针对网络欺凌旁观者行为的严肃游戏。在两所学校的八年级学生(n = 216)中进行了一项集群随机对照试验。在基线,干预后和随访4周时进行测量。认真的游戏干预大大提高了自我效能,亲社会能力,并表现出积极的旁观者的意愿。这些主要是积极的旁观者行为的预测指标。未发现负面的旁观者行为的预测因素有显着影响。干预措施还增加了对网络欺凌事件的见证,这可能是对网络欺凌发生和生活质量的一种衡量。没有发现对行为本身,欺凌或网络欺凌流行的影响。这种短暂的严重游戏干预影响了青少年旁观者行为和生活质量的决定因素。需要进一步努力解决(负面)旁观者行为和网络欺凌行为。 (C)2017 Elsevier Ltd.保留所有权利。

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