Authors
Ann DeSmet, Sara Bastiaensens, Katrien Van Cleemput, Karolien Poels, Heidi Vandebosch, Gie Deboutte, Laura Herrewijn, Steven Malliet, Sara Pabian, Frederik Van Broeckhoven, Olga De Troyer, Gaetan Deglorie, Sofie Van Hoecke, Koen Samyn, Ilse De Bourdeaudhuij
Publication date
2018/1/1
Journal
Computers in Human Behavior
Volume
78
Pages
336-347
Publisher
Pergamon
Description
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 follow-up. 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 …
Total citations
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