TY - JOUR
T1 - Prosocial video game as an intimate partner violence prevention tool among youth
T2 - A randomised controlled trial
AU - Boduszek, Daniel
AU - Debowska, Agata
AU - Jones, Adele
AU - Ma, Minhua
AU - Smith, David
AU - Willmott, Dominic
AU - Trotman-Jemmott, Ena
AU - Da Breo, Hazel
AU - Kirkman, Gill
PY - 2019/4/1
Y1 - 2019/4/1
N2 - 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.
AB - 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.
KW - Affective and cognitive responsiveness
KW - Caribbean
KW - Intimate partner violence (IPV) prevention
KW - Prosocial video game
KW - Randomised controlled trial
KW - Youth
UR - https://www.scopus.com/pages/publications/85059562417
U2 - 10.1016/j.chb.2018.12.028
DO - 10.1016/j.chb.2018.12.028
M3 - Article
SN - 0747-5632
VL - 93
SP - 260
EP - 266
JO - Computers in Human Behavior
JF - Computers in Human Behavior
ER -