Authors
Ann DeSmet, Katrien Van Cleemput, Sara Bastiaensens, Karolien Poels, Heidi Vandebosch, Steven Malliet, Maïté Verloigne, Griet Vanwolleghem, Lieze Mertens, Greet Cardon, Ilse De Bourdeaudhuij
Publication date
2016/3/1
Journal
Computers in Human behavior
Volume
56
Pages
337-351
Publisher
Pergamon
Description
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 …
Total citations
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