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A publicação pode ser exportada nos seguintes formatos: referência da APA (American Psychological Association), referência do IEEE (Institute of Electrical and Electronics Engineers), BibTeX e RIS.

Exportar Referência (APA)
Costa Ferreira, P. A. N., Veiga Simão, A. M., Paiva, A., Martinho, C., Prada, R., Ferreira, A. I....Santos, F. (2021). Exploring empathy in cyberbullying with serious games. Computers and Education. 166
Exportar Referência (IEEE)
P. A. Ferreira et al.,  "Exploring empathy in cyberbullying with serious games", in Computers and Education, vol. 166, 2021
Exportar BibTeX
@article{ferreira2021_1732208231638,
	author = "Costa Ferreira, P. A. N. and Veiga Simão, A. M. and Paiva, A. and Martinho, C. and Prada, R. and Ferreira, A. I. and Santos, F.",
	title = "Exploring empathy in cyberbullying with serious games",
	journal = "Computers and Education",
	year = "2021",
	volume = "166",
	number = "",
	doi = "10.1016/j.compedu.2021.104155",
	url = "https://www.sciencedirect.com/journal/computers-and-education"
}
Exportar RIS
TY  - JOUR
TI  - Exploring empathy in cyberbullying with serious games
T2  - Computers and Education
VL  - 166
AU  - Costa Ferreira, P. A. N.
AU  - Veiga Simão, A. M.
AU  - Paiva, A.
AU  - Martinho, C.
AU  - Prada, R.
AU  - Ferreira, A. I.
AU  - Santos, F.
PY  - 2021
SN  - 0360-1315
DO  - 10.1016/j.compedu.2021.104155
UR  - https://www.sciencedirect.com/journal/computers-and-education
AB  - This study examined whether experiencing a multiplayer serious game could foster cognitive empathy in adolescent bystanders of cyberbullying, empathic concern for these situations and affective empathy towards those involved during game play. We also explored the players’ selfreflections about cyberbullying scenarios in the game. A quasi-experimental design was used. While participants in an alternative intervention group read the game’s storyline and filled in activities on paper, players in the experimental group interacted through a fictitious social network on themes related to organizing a school field trip and other activities. The control group had their regular classes. Quantitative (ANCOVA and Multilevel) and qualitative (Content analysis) results from 221 7th and 8th-graders recorded in classroom settings, showed that overall players reveal higher levels of cognitive empathy, empathic concern and affective empathy than those who did not play the game. Players referred appraisals and factual cognitions against
cyberbullying, empathy towards the victim. Our game can help improve adolescents’ cognitive empathy and prosociality in cyberbullying.
ER  -