Prosocial video game as an intimate partner violence prevention tool among youth: A randomised controlled trial

Daniel Boduszek, Agata Debowska, Adele Jones, Minhua Ma, David Smith, Dominic Willmott, Ena Trotman-Jemmott, Hazel Da Breo, Gill Kirkman

Research output: Contribution to journalArticle

7 Citations (Scopus)

Abstract

Evidence demonstrates that exposure to prosocial video games can increase players’ prosocial behaviour, prosocial thoughts, and empathic responses. Prosocial gaming has also been used to reduce gender-based violence among young people, but the use of video games to this end as well as evaluations of their effectiveness are rare. The objective of this study was to assess the effectiveness of a context-specific, prosocial video game, Jesse, in increasing affective and cognitive responsiveness (empathy) towards victims of intimate partner violence (IPV) among children and adolescents (N = 172, age range 9 – 17 years, M = 12.27, SD = 2.26). A randomised controlled trial was conducted in seven schools in Barbados. Participants were randomly assigned to an experimental (prosocial video game) or control (standard school curriculum) condition. Experimental and control group enrolled 86 participants each. Girls and boys in the experimental condition, but not their counterparts in the control condition, recorded a significant increase in affective responsiveness after intervention. This change was sustained one week after game exposure. No significant effects were recorded for cognitive responsiveness. Findings suggest that Jesse is a promising new IPV prevention tool among girls and boys, which can be used in educational settings.
Original languageEnglish
Pages (from-to)260-266
Number of pages7
JournalComputers in Human Behavior
Volume93
Early online date17 Dec 2018
DOIs
Publication statusPublished - 1 Apr 2019

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