Bridging behavior science and gaming theory: Using the Intervention Mapping Protocol to design a serious game against cyberbullying. (March 2016)
- Record Type:
- Journal Article
- Title:
- Bridging behavior science and gaming theory: Using the Intervention Mapping Protocol to design a serious game against cyberbullying. (March 2016)
- Main Title:
- Bridging behavior science and gaming theory: Using the Intervention Mapping Protocol to design a serious game against cyberbullying
- Authors:
- DeSmet, Ann
Van Cleemput, Katrien
Bastiaensens, Sara
Poels, Karolien
Vandebosch, Heidi
Malliet, Steven
Verloigne, Maïté
Vanwolleghem, Griet
Mertens, Lieze
Cardon, Greet
De Bourdeaudhuij, Ilse - Abstract:
- Abstract: Introduction: The Intervention Mapping Protocol (IMP) was applied to the design of a serious game against cyberbullying among adolescents (12–14y). Method: The IMP comprises 6 predefined steps. A systematic review assessed the cyberbullying problem and associated health risks (Step 1). Surveys and focus groups collected information on behavior and its determinants from adolescents (surveys, n = 1979 and n = 453; focus groups, n = 69), parents (surveys, n = 48 and n = 323) and educators (survey, n = 451) (Step 1, 2). Meta-analyses analyzed effective methods for cyberbullying programs and serious games (Step 3). A survey (n = 530) and focus groups (n = 69 adolescents, n = 8 adolescents) assessed preferences and program material appreciation (Step 4). Planned activities for step 5 (implementation) and step 6 (effectiveness) are reported. Results: Targeting positive bystander behavior (defending, reporting and comforting) was chosen as a viable approach to reduce cyberbullying. Bystander behavior differed by context and was predicted most by positive outcome expectations for the victims. Adolescents valued educator and parental support. Predictors for educator behavior and parental support are described. Serious game design was based on effective change methods and features, and took stakeholder and user preferences into account. Conclusion: Findings may aid professionals in evidence- and theory-based design of cyberbullying interventions and serious games. Highlights:Abstract: Introduction: The Intervention Mapping Protocol (IMP) was applied to the design of a serious game against cyberbullying among adolescents (12–14y). Method: The IMP comprises 6 predefined steps. A systematic review assessed the cyberbullying problem and associated health risks (Step 1). Surveys and focus groups collected information on behavior and its determinants from adolescents (surveys, n = 1979 and n = 453; focus groups, n = 69), parents (surveys, n = 48 and n = 323) and educators (survey, n = 451) (Step 1, 2). Meta-analyses analyzed effective methods for cyberbullying programs and serious games (Step 3). A survey (n = 530) and focus groups (n = 69 adolescents, n = 8 adolescents) assessed preferences and program material appreciation (Step 4). Planned activities for step 5 (implementation) and step 6 (effectiveness) are reported. Results: Targeting positive bystander behavior (defending, reporting and comforting) was chosen as a viable approach to reduce cyberbullying. Bystander behavior differed by context and was predicted most by positive outcome expectations for the victims. Adolescents valued educator and parental support. Predictors for educator behavior and parental support are described. Serious game design was based on effective change methods and features, and took stakeholder and user preferences into account. Conclusion: Findings may aid professionals in evidence- and theory-based design of cyberbullying interventions and serious games. Highlights: The evidence- and theory-based design of an anti-cyberbullying program is presented. Promoting positive bystander behavior may help end cyberbullying and its harm. Behavior change methods need to be balanced with gaming features, based on evidence. User testing is crucial, and amended the program design. The protocol used professional, user, and stakeholder expertise in game design. … (more)
- Is Part Of:
- Computers in human behavior. Volume 56(2016)
- Journal:
- Computers in human behavior
- Issue:
- Volume 56(2016)
- Issue Display:
- Volume 56, Issue 2016 (2016)
- Year:
- 2016
- Volume:
- 56
- Issue:
- 2016
- Issue Sort Value:
- 2016-0056-2016-0000
- Page Start:
- 337
- Page End:
- 351
- Publication Date:
- 2016-03
- Subjects:
- Cyberbullying -- Serious game -- Bystanders -- Adolescence -- Intervention Mapping
Interactive computer systems -- Periodicals
Man-machine systems -- Periodicals
004.019 - Journal URLs:
- http://www.sciencedirect.com/science/journal/07475632 ↗
http://www.elsevier.com/journals ↗ - DOI:
- 10.1016/j.chb.2015.11.039 ↗
- Languages:
- English
- ISSNs:
- 0747-5632
- Deposit Type:
- Legaldeposit
- View Content:
- Available online (eLD content is only available in our Reading Rooms) ↗
- Physical Locations:
- British Library DSC - 3394.921600
British Library DSC - BLDSS-3PM
British Library HMNTS - ELD Digital store - Ingest File:
- 449.xml