posted on 2022-05-26, 10:46authored byDaniel Boduszek, Agata Debowska, Adele D Jones, Minhua Ma, David Smith, Dominic WillmottDominic Willmott, Ena Trotman Jemmott, Hazel Da Breo, Gillian Kirkman
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.
Funding
European Union (EuropeAid/136243/DD/ACT/Multi – Towards a Future Free from Domestic Violence)
This paper was accepted for publication in the journal Computers in Human Behaviour and the definitive published version is available at https://doi.org/10.1016/j.chb.2018.12.028