Game-Based Promotion of Assertiveness to Mitigate the Effects of Bullying in High School Students: Development and Evaluation Study.

IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES JMIR Serious Games Pub Date : 2024-12-24 DOI:10.2196/58452
Francisco Lepe-Salazar, Fernando Mejía-Romero, Dámaso Benicio-Rodríguez, Aylin Hernández-Reyes, Tatsuo Nakajima, Sarita Salgado-Torres
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Abstract

Background: For years, Mexico has reported the highest global incidence of school bullying, with approximately 19% of students going through some form of hostile peer interactions. Despite numerous interventions, these harmful conducts remain deeply entrenched in educational environments.

Objective: To address this issue, we developed Bernstein, a serious game that promotes assertiveness-an essential protective factor that reduces the negative effects of bullying.

Methods: Bernstein was designed using multiple composite scenarios, a methodology grounded in cognitive behavioral therapy. To evaluate the game's effectiveness, we conducted an exploratory trial using the Rathus Assertiveness Schedule to assess assertiveness levels before and after the intervention. Participants were high school students who met the inclusion criteria of being open to playing a serious game (with no prior gaming experience required) and having access to a computer with internet connectivity for remote participation. A total of 100 students (65 boys and 35 girls) enrolled in the intervention; however, only 46 participants in the treatment group and 46 in the control group completed the study, resulting in a dropout rate of 8% (8/100). A paired 1-tailed t test was used to compare pre- and postintervention scores within each group, and a one-way ANOVA was conducted to compare the average score improvements between the 2 groups.

Results: The treatment group showed a pretest mean Rathus Assertiveness Schedule score of -2.78 (SD 25.93) and a posttest mean of 1.69 (SD 29.48), with a paired 1-tailed t test yielding a P value of .01. The control group had a pretest mean of 2.07 (SD 25.69) and a posttest mean of -2.39 (SD 32.98), with a paired 1-tailed t test yielding a P value of .04. The one-way ANOVA (between groups) yielded a P value of .006, indicating a statistically significant difference, favoring Bernstein over the alternative protocol. Participant feedback highlighted the game's engaging narrative and character design, although usability issues, such as navigation challenges, were noted as areas for improvement.

Conclusions: The results suggest that Bernstein is a promising tool for promoting assertiveness in high school students, providing a potential strategy for addressing bullying-related issues. The study underscores the value of integrating Bernstein into educational programs, offering students a safe and interactive environment to develop resilience. As an exploratory trial, this study faced limitations affecting the generalizability of findings, including the remote format's impact on facilitator guidance and a relatively small sample size. Further trials with larger, more diverse groups are recommended to validate these early results and enhance Bernstein's scalability as part of a comprehensive antibullying strategy.

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基于游戏的自信增强对高中生欺凌影响的缓解:发展与评价研究。
背景:多年来,墨西哥一直是全球校园欺凌发生率最高的国家,大约19%的学生经历过某种形式的敌对同伴互动。尽管有许多干预措施,这些有害行为仍然在教育环境中根深蒂固。目的:为了解决这个问题,我们开发了Bernstein,这是一款严肃的游戏,可以促进自信,这是一种重要的保护因素,可以减少欺凌的负面影响。方法:Bernstein采用多种复合场景设计,这是一种基于认知行为疗法的方法。为了评估游戏的有效性,我们进行了一项探索性试验,使用Rathus自信量表来评估干预前后的自信水平。参与者是高中生,他们符合开放玩严肃游戏的标准(不需要之前的游戏经验),并且可以访问具有互联网连接的计算机进行远程参与。总共有100名学生(65名男生和35名女生)参加了干预;然而,治疗组只有46名参与者完成了研究,对照组只有46名参与者完成了研究,导致了8%(8/100)的辍学率。采用配对单尾t检验比较各组干预前和干预后的得分,采用单因素方差分析比较两组之间的平均得分改善。结果:治疗组Rathus Assertiveness Schedule前测均值为-2.78 (SD 25.93),后测均值为1.69 (SD 29.48),配对单尾t检验P值为0.01。对照组前测均值为2.07 (SD 25.69),后测均值为-2.39 (SD 32.98),配对单尾t检验P值为0.04。单因素方差分析(组间)得出的P值为0.006,表明统计学上有显著差异,伯恩斯坦优于替代方案。参与者的反馈强调了游戏引人入胜的叙述和角色设计,尽管易用性问题,如导航挑战,被认为是有待改进的领域。结论:结果表明,伯恩斯坦是一个很有前途的工具,以促进高中生的自信,提供了一个潜在的策略,以解决欺凌相关的问题。这项研究强调了将伯恩斯坦融入教育项目的价值,为学生提供一个安全、互动的环境来培养韧性。作为一项探索性试验,本研究面临着影响研究结果普遍性的局限性,包括远程模式对辅导员指导的影响以及相对较小的样本量。建议对更大、更多样化的群体进行进一步的试验,以验证这些早期结果,并提高伯恩斯坦的可扩展性,作为全面反欺凌战略的一部分。
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来源期刊
JMIR Serious Games
JMIR Serious Games Medicine-Rehabilitation
CiteScore
7.30
自引率
10.00%
发文量
91
审稿时长
12 weeks
期刊介绍: JMIR Serious Games (JSG, ISSN 2291-9279) is a sister journal of the Journal of Medical Internet Research (JMIR), one of the most cited journals in health informatics (Impact Factor 2016: 5.175). JSG has a projected impact factor (2016) of 3.32. JSG is a multidisciplinary journal devoted to computer/web/mobile applications that incorporate elements of gaming to solve serious problems such as health education/promotion, teaching and education, or social change.The journal also considers commentary and research in the fields of video games violence and video games addiction.
期刊最新文献
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