پل علم رفتار و نظریه بازی: با استفاده از پروتکل مداخله نقشه برداری برای طراحی یک بازی جدی علیه مزاحمت سایبری
Bridging behavior science and gaming theory: Using the Intervention Mapping Protocol to design a serious game against cyberbullying
نویسندگان |
این بخش تنها برای اعضا قابل مشاهده است ورودعضویت |
اطلاعات مجله |
www.journals.elsevier.comcomputers-in-human-behavior |
سال انتشار |
, March 2016 |
فرمت فایل |
PDF |
کد مقاله |
9358 |
پس از پرداخت آنلاین، فوراً لینک دانلود مقاله به شما نمایش داده می شود.
چکیده (انگلیسی):
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.
کلمات کلیدی مقاله (فارسی):
مزاحمت سایبری؛ بازی جدی؛ تماشاگران؛ بلوغ؛ نقشه برداری مداخله
کلمات کلیدی مقاله (انگلیسی):
Cyberbullying; Serious game; Bystanders; Adolescence; Intervention Mapping
پس از پرداخت آنلاین، فوراً لینک دانلود مقاله به شما نمایش داده می شود.