Exploring empathy in cyberbullying with serious games

Detalhes bibliográficos
Autor(a) principal: Ferreira, Paula
Data de Publicação: 2021
Outros Autores: Veiga Simão, Ana, Paiva, Ana, Martinho, Carlos, Prada, Rui, Ferreira, Aristides I., Santos, Francisco
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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spelling 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
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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
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