Exploring empathy in cyberbullying with serious games
Autor(a) principal: | |
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Data de Publicação: | 2021 |
Outros Autores: | , , , , , |
Tipo de documento: | Artigo |
Idioma: | eng |
Título da fonte: | Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
Texto Completo: | http://hdl.handle.net/10451/62570 |
Resumo: | This study examined whether experiencing a multiplayer serious game could foster cognitive empathy in adolescent bystanders of cyberbullying, empathic concern for these situations and affective empathy towards those involved during game play. We also explored the players’ selfreflections about cyberbullying scenarios in the game. A quasi-experimental design was used. While participants in an alternative intervention group read the game’s storyline and filled in activities on paper, players in the experimental group interacted through a fictitious social network on themes related to organizing a school field trip and other activities. The control group had their regular classes. Quantitative (ANCOVA and Multilevel) and qualitative (Content analysis) results from 221 7th and 8th-graders recorded in classroom settings, showed that overall players reveal higher levels of cognitive empathy, empathic concern and affective empathy than those who did not play the game. Players referred appraisals and factual cognitions against cyberbullying, empathy towards the victim. Our game can help improve adolescents’ cognitive empathy and prosociality in cyberbullying. |
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Exploring empathy in cyberbullying with serious gamesGamesSimulationsHuman-computer interfaceSocial mediaCultural and social implicationsThis study examined whether experiencing a multiplayer serious game could foster cognitive empathy in adolescent bystanders of cyberbullying, empathic concern for these situations and affective empathy towards those involved during game play. We also explored the players’ selfreflections about cyberbullying scenarios in the game. A quasi-experimental design was used. While participants in an alternative intervention group read the game’s storyline and filled in activities on paper, players in the experimental group interacted through a fictitious social network on themes related to organizing a school field trip and other activities. The control group had their regular classes. Quantitative (ANCOVA and Multilevel) and qualitative (Content analysis) results from 221 7th and 8th-graders recorded in classroom settings, showed that overall players reveal higher levels of cognitive empathy, empathic concern and affective empathy than those who did not play the game. Players referred appraisals and factual cognitions against cyberbullying, empathy towards the victim. Our game can help improve adolescents’ cognitive empathy and prosociality in cyberbullying.Repositório da Universidade de LisboaFerreira, PaulaVeiga Simão, AnaPaiva, AnaMartinho, CarlosPrada, RuiFerreira, Aristides I.Santos, Francisco2024-02-10T17:47:28Z2021-062024-01-31T21:37:14Z2021-06-01T00:00:00Zinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/articleapplication/pdfhttp://hdl.handle.net/10451/62570engFerreira, P. C., Simão, A. M. V., Paiva, A., Martinho, C., Prada, R., Ferreira, A., & Santos, F. (2021). Exploring empathy in cyberbullying with serious games. Computers & Education, 166, 104155. https://doi.org/10.1016/j.compedu.2021.104155cv-prod-220366010.1016/j.compedu.2021.104155metadata only accessinfo:eu-repo/semantics/openAccessreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2024-02-19T01:18:21Zoai:repositorio.ul.pt:10451/62570Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-20T02:37:51.190609Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse |
dc.title.none.fl_str_mv |
Exploring empathy in cyberbullying with serious games |
title |
Exploring empathy in cyberbullying with serious games |
spellingShingle |
Exploring empathy in cyberbullying with serious games Ferreira, Paula Games Simulations Human-computer interface Social media Cultural and social implications |
title_short |
Exploring empathy in cyberbullying with serious games |
title_full |
Exploring empathy in cyberbullying with serious games |
title_fullStr |
Exploring empathy in cyberbullying with serious games |
title_full_unstemmed |
Exploring empathy in cyberbullying with serious games |
title_sort |
Exploring empathy in cyberbullying with serious games |
author |
Ferreira, Paula |
author_facet |
Ferreira, Paula Veiga Simão, Ana Paiva, Ana Martinho, Carlos Prada, Rui Ferreira, Aristides I. Santos, Francisco |
author_role |
author |
author2 |
Veiga Simão, Ana Paiva, Ana Martinho, Carlos Prada, Rui Ferreira, Aristides I. Santos, Francisco |
author2_role |
author author author author author author |
dc.contributor.none.fl_str_mv |
Repositório da Universidade de Lisboa |
dc.contributor.author.fl_str_mv |
Ferreira, Paula Veiga Simão, Ana Paiva, Ana Martinho, Carlos Prada, Rui Ferreira, Aristides I. Santos, Francisco |
dc.subject.por.fl_str_mv |
Games Simulations Human-computer interface Social media Cultural and social implications |
topic |
Games Simulations Human-computer interface Social media Cultural and social implications |
description |
This study examined whether experiencing a multiplayer serious game could foster cognitive empathy in adolescent bystanders of cyberbullying, empathic concern for these situations and affective empathy towards those involved during game play. We also explored the players’ selfreflections about cyberbullying scenarios in the game. A quasi-experimental design was used. While participants in an alternative intervention group read the game’s storyline and filled in activities on paper, players in the experimental group interacted through a fictitious social network on themes related to organizing a school field trip and other activities. The control group had their regular classes. Quantitative (ANCOVA and Multilevel) and qualitative (Content analysis) results from 221 7th and 8th-graders recorded in classroom settings, showed that overall players reveal higher levels of cognitive empathy, empathic concern and affective empathy than those who did not play the game. Players referred appraisals and factual cognitions against cyberbullying, empathy towards the victim. Our game can help improve adolescents’ cognitive empathy and prosociality in cyberbullying. |
publishDate |
2021 |
dc.date.none.fl_str_mv |
2021-06 2021-06-01T00:00:00Z 2024-02-10T17:47:28Z 2024-01-31T21:37:14Z |
dc.type.status.fl_str_mv |
info:eu-repo/semantics/publishedVersion |
dc.type.driver.fl_str_mv |
info:eu-repo/semantics/article |
format |
article |
status_str |
publishedVersion |
dc.identifier.uri.fl_str_mv |
http://hdl.handle.net/10451/62570 |
url |
http://hdl.handle.net/10451/62570 |
dc.language.iso.fl_str_mv |
eng |
language |
eng |
dc.relation.none.fl_str_mv |
Ferreira, P. C., Simão, A. M. V., Paiva, A., Martinho, C., Prada, R., Ferreira, A., & Santos, F. (2021). Exploring empathy in cyberbullying with serious games. Computers & Education, 166, 104155. https://doi.org/10.1016/j.compedu.2021.104155 cv-prod-2203660 10.1016/j.compedu.2021.104155 |
dc.rights.driver.fl_str_mv |
metadata only access info:eu-repo/semantics/openAccess |
rights_invalid_str_mv |
metadata only access |
eu_rights_str_mv |
openAccess |
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application/pdf |
dc.source.none.fl_str_mv |
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Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
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Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
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Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação |
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