ArticlePDF Available

Abstract and Figures

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.
Content may be subject to copyright.
Contents lists available at ScienceDirect
Computers in Human Behavior
journal homepage: www.elsevier.com/locate/comphumbeh
Full length article
Prosocial video game as an intimate partner violence prevention tool among
youth: A randomised controlled trial
Daniel Boduszek
a,b,
, Agata Debowska
c
, Adele D. Jones
a
, Minhua Ma
d
, David Smith
a
,
Dominic Willmott
a
, Ena Trotman Jemmott
e
, Hazel Da Breo
f
, Gillian Kirkman
a
a
University of Hudderseld, Department of Psychology, Hudderseld, UK
b
SWPS University of Social Sciences and Humanities, Katowice, Poland
c
The University of Sheeld, Department of Psychology, Sheeld, UK
d
Staordshire University, School of Computing and Digital Technologies, Stoke on Trent, UK
e
Independent Researcher, Barbados
f
Sweet Water Foundation, Grenada
ARTICLE INFO
Keywords:
Prosocial video game
Intimate partner violence (IPV) prevention
Aective and cognitive responsiveness
Youth
Randomised controlled trial
Caribbean
ABSTRACT
Evidence demonstrates that exposure to prosocial video games can increase players' prosocial behaviour, pro-
social 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 eectiveness are rare.
The objective of this study was to assess the eectiveness of a context-specic, prosocial video game, Jesse, in
increasing aective and cognitive responsiveness (empathy) towards victims of intimate partner violence (IPV)
among children and adolescents (N= 172, age range 917 years, M= 12.27, SD = 2.26). A randomised con-
trolled trial was conducted in seven schools in Barbados. Participants were randomly assigned to an experi-
mental (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 signicant increase in aective responsiveness after intervention. This change
was sustained one week after game exposure. No signicant eects 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.
1. Introduction
1.1. The eect of prosocial video game exposure on prosocial outcomes
Although much of the research on video gaming has focused on the
negative impact of violent video games, in recent years researchers and
educators have become increasingly aware of the potential benets of
prosocial/serious video games (Gentile et al., 2009; Harrington &
O'Connell, 2016; Whyte et al., 2015). In such games, participants as-
sume the roles of characters and try out new prosocial behaviours in a
ctional setting (Dickey, 2006; Koo & Seider, 2010). Unlike other media
which rely predominantly on the mere presentation of facts, video
games scaold children's experience using narrative and audio-visual
content, as well as rules and objectives regulating players' behaviour.
Appropriately designed prosocial video games can therefore be used as
teaching tools, to enhance moral reasoning, prosocial cognitions,
helpful behaviour, positive aect, as well as to foster empathy
(Greitemeyer & Osswald, 2009, 2010, 2011; Buckley & Anderson, 2006;
Gentile et al., 2009; Koo & Seider, 2010). Indeed, a growing body of
empirical evidence indicates the eectiveness of experiential learning
in enhancing students' meta-cognitive abilities, and their capacity to
apply newly acquired skills and knowledge to real-life situations
(Catalano, Luccini, & Mortara, 2014).
To elucidate the eects of prosocial video games using social-cog-
nitive and developmental approaches, Buckley and Anderson (2006)
introduced the General Learning Model (GLM). According to the GLM,
video games can inuence three types of interrelated internal states -
cognition, aect, and arousal resulting in learning specic behaviours.
In the short-term, prosocial video game content can alter players' aect,
by putting them in a specic mood. Game exposure can also lower
players' blood pressure and cortisol levels. At the cognitive level, a
prosocial game can activate prosocial scripts stored in memory. If
https://doi.org/10.1016/j.chb.2018.12.028
Received 9 July 2018; Received in revised form 11 December 2018; Accepted 16 December 2018
Corresponding author. University of Hudderseld, Department of Psychology, Edith Key Building, Queensgate, Hudderseld HD1 3DH, United Kingdom.
E-mail address: d.boduszek@hud.ac.uk (D. Boduszek).



practiced repeatedly, short-term eects, such as prosocial actions im-
mediately after exposure, can be translated into long-term eects, such
as new perceptual and decision schemata, as well as changes in beliefs,
attitudes, emotional responses, empathy, and personality structures
(Gentile et al., 2009). Dietz (1998) also proposed that video games are
an important element of the socialisation process, having an impact on
the development of a child's identity and, subsequently, personality
traits. Therefore, the content of video games to which children are
exposed can have a substantial impact on their future behaviour, cog-
nitive structures, and interpersonal relations.
In line with the tenets of the GLM, a recent meta-analytic study
revealed a signicant association between playing a prosocial video
game and a host of positive outcomes, including prosocial behaviour,
prosocial cognitions, and prosocial aect. This eect was maintained
across experimental, correlational, and longitudinal studies
(Greitemeyer & Mügge, 2014). Greitemeyer and Osswald (2010), in an
experimental study with German students, showed that participants
who played a prosocial video game, compared with those who played a
neutral or an aggressive video game, were more likely to engage in
helping behaviour immediately after game exposure (experiment 1). A
subsequent experiment involving two video game conditions (prosocial
vs. neutral video game) revealed that participants in the prosocial
condition were more likely to intervene in a staged harassment situa-
tion (experiment 3). In two other experimental studies by the same
authors, playing prosocial video games resulted in an increased acces-
sibility of prosocial thoughts (Greitemeyer & Osswald, 2011) and re-
duced accessibility of antisocial thoughts (Greitemeyer & Osswald,
2009) among adults.
Although the eect of video games may be especially pronounced
among youth, whose personality traits and beliefs are still forming,
experimental studies on the topic conducted with children are scarce. In
one notable exception, Saleem, Anderson, and Gentile (2012) assigned
191 children aged from 9 to 14 years to one of three experimental
conditions (violent, neutral, and prosocial). Results indicated that
playing prosocial games increased helpful and decreased hurtful be-
haviour immediately after game exposure. The exposure to violent
games had the opposite eect. Worthy of note, prosocial outcomes in
Greitemeyer and Osswalds (2009, 2010, 2011) as well as Saleem,
Anderson & Gentile (2012) research were measured immediately after a
short period of playing a game (10 min and 30 min respectively). As
such, the investigations could not establish whether prosocial outcomes
are sustained over a longer period of time or enhanced with longer
game exposure.
Prior research has also explored the eect of prosocial gaming on
empathic reactions. Using a correlational study design, Harrington and
O'Connell (2016) found a signicant association between prosocial
video game use and empathy, cooperation and sharing, as well as po-
sitive aective relationships. By the same token, Greitemeyer, Osswald,
and Brauer (2010) provided experimental evidence that playing a
prosocial video game resulted in heightened interpersonal empathy.
The authors also suggested that increase in empathy as a function of
prosocial gaming, can subsequently lead to prosocial behaviour. Sup-
port for this has been provided by Prot, Gentile, Anderson, Suzuki,
Swing, Lim & Liau (2014) longitudinal research, which demonstrated
that change in prosocial video game use signicantly aected change in
prosocial behaviour, and that this relationship was mediated by change
in trait empathy levels. However, although empathy is conceptualised
as a two-dimensional construct with aective and cognitive elements
(Davis, 1983), research to date has not examined the eect of prosocial
video games on the two empathy dimensions separately.
1.2. Prosocial video game interventions to combat gender-based violence
(GBV)
On the basis of the above-cited ndings, it appears that prosocial
video games can be used to prevent specic forms of violence, such as
intimate partner violence (IPV). IPV, typically dened as acts of phy-
sical violence, sexual violence, emotional abuse, and controlling be-
haviours, is a widespread problem aecting people of both sexes
worldwide. Although many men suer victimisation in their intimate
relationships, such violence is predominantly perpetrated by men
against women (World Health Organization [WHO], 2013). It is esti-
mated that one in three women will experience IPV in their lifetime. In
the WHO multi-country study among 24,000 women, it was revealed
that 1361% of respondents experienced physical violence by a partner,
449% reported experiences of severe physical abuse, and 659% ad-
mitted to having been sexually abused by a partner (Garcia-Moreno,
Jansen, Ellsberg, Heise, & Watts, 2006). In some countries, less than
40% of those women will seek help of any sort, which may be linked to
the widespread acceptability of violence against women and gender-
biased social norms (United Nations, 2015; WHO, 2012).
Interestingly, research evidence indicates that not all men using
violence in intimate relationships resort to interpersonal violence out-
side the home, suggesting that the development of IPV accepting atti-
tudes is not akin to the formation of pro-violence attitudes in general,
and can be guided by unique risk factors (Anderson & Bushman, 2002;
Holtzworth-Munroe & Meehan, 2004). Indeed, some ndings demon-
strate that violence perpetrators have reduced empathy towards their
victims only, rather than global empathy levels (e.g., Fernandez &
Marshall, 2003; Fernandez, Marshall, Lightbody, & O'Sullivan, 1999).
Therefore, key to reducing the occurrence of IPV are innovative edu-
cational and social strategies which challenge IPV accepting norms
specically, before they become internalised (Miller, 2014; WHO,
2016). Targeting children and youth in such programmes appears
crucial for transforming societies and creating a lasting change to the
situation of women and men worldwide (WHO, 2012). Given the appeal
of novel technologies to young people and prior research ndings in-
dicating that prosocial video games can foster empathy and pro-social
behaviour (e.g., Greitemeyer et al., 2010; Harrington & O'Connell,
2016; Prot et al., 2014), technological advancements can be utilised to
change the attitudes that contribute to IPV and to increase self-actua-
lisation and empowerment.
To date, there has been a small number of prosocial game projects
which address gender-based violence (GBV). For example, BreakAway is
a role-playing soccer game educating children about violence against
girls (Wang, Choi, & Wu, 2014). Green Acres High aims to change atti-
tudes towards dating violence (Bowen et al., 2014). PR:EPARe, on the
other hand, was designed to teach adolescents about coercion in their
relationships (Arnab et al., 2013). Evaluations of the above-listed
gaming interventions revealed positive outcomes, including attitude
and behaviour change (Wang et al., 2014) and preparedness to avoid
coercion (Arnab et al., 2013). However, Wang et al. (2014) did not use
standardised measures to assess intervention outcomes, whereas Bowen
et al. (2014) conducted only a qualitative evaluation. Although Arnab
et al. (2013) employed a cluster randomised controlled trial with two
experimental conditions (serious game vs. standard relationships and
sex education class) among teenagers from England, participants were
exposed to the intervention for 1 h only. In recognising that gender-
biased attitudes are deeply ingrained in some cultural settings, such a
brief exposure may not be sucient to inuence aective and cognitive
changes in participants recruited from world regions where GBV is
rampant and socially accepted.
Additionally, there is generally a lack of serious games addressing
dierent forms of GBV in non-Western countries and few include so-
cietal and cultural factors of importance to those specic regions during
game design, demonstrating the persistent sampling bias toward
WEIRD (Western, educated, industrialised, rich, and democratic) po-
pulations in developmental psychology (see Nielsen, Haun, Kärtner, &
Legare, 2017). Since socialisation is driven by culture, lack of inter-
ventions created specically for dierent world regions can impede IPV
reduction eorts. To address this void, the None in Three (Ni3) Re-
search Centre has recently created Jesse a bespoke prosocial video
D. Boduszek et al. 

game tackling IPV-accepting attitudes among children and adolescents
in the Caribbean, a region where the risk of exposure to GBV is among
the highest in the world (Jeremiah, Gamache, & Hegamin-Younger,
2013; Jeremiah, Quinn, & Alexis, 2017; Reid, Reddock, & Nickening,
2014). Jesse is a point-and-click role-playing game consisting of ve
levels in which players assume the role of dierent characters experi-
encing and/or perpetrating physical and emotional violence within a
family context. The game is designed to aect players' empathic re-
sponses to victims of domestic violence, as well as raise the awareness
of the impact of IPV (see Smith, Ma, Jones, & Unver, 2017 for the game
development description).
1.3. The present study
In the present experiment, we examine the eectiveness of a con-
text-specic, prosocial video game, Jesse, in increasing aective and
cognitive empathy (referred to as aective responsivenessand cog-
nitive responsivenessthroughout the paper) towards victims of IPV
among children and adolescents (referred to as youththroughout the
paper) from Barbados, an Eastern Caribbean country. Since prior re-
search reported higher emotional and cognitive empathy in girls than in
boys (e.g., Bengtsson & Arvidsson, 2011; Mayberry & Espelage, 2007),
as well as gender dierences in the consequences of child abuse and
domestic violence exposure (e.g., Asscher, Van der Put, & Stams, 2015),
gender was included as one of the factors in the analysis. Additionally,
in considering the high prevalence of GBV and GBV-supportive atti-
tudes in the Caribbean region (Jeremiah et al., 2017, 2013; Reid et al.,
2014), game exposure in the current study lasted for ve days. Based on
the tenets of the GLM, we hypothesised that exposure to the misfortune
of a woman suering from physical and emotional abuse by a partner
(as depicted in the game), would lead to increased cognitive and af-
fective empathic reactions toward IPV victims immediately after com-
pleting the game. We also hypothesised that this eect would be sus-
tained one week after the end of the intervention.
2. Methods
2.1. Sample
The sample included children and adolescents (N= 172, age range
917 years, M= 12.27, SD = 2.26) from three primary schools
(n= 75), two secondary schools (n= 62) and two Government
Industrial Schools (n= 35) located in Barbados. Primary education in
Barbados begins at age 4 and continues until age 11. Secondary edu-
cation is provided for children aged 1118 years. Government
Industrial Schools are for young oenders whose oences range from
assault, breach of probation, burglary, causing a public disturbance,
possession of a controlled substance such as cannabis, possession of an
oensive weapon, serious bodily harm, theft, and wandering. The
sample consisted of 83 females and 89 males. Most of the participants
were from the rural areas of the island (n= 132).
2.2. Design and procedure
Permission for conducting the study was granted by the Ministry of
Education, Science, Technology, and Innovation in Barbados. Scientic
approval for the project was granted by the University of Hudderseld
Ethical Board. The study was designed and conducted in line with the
British Psychological Society (BPS) Code of Ethics and Conduct.
Schools were randomly selected from a pool of primary, secondary,
and government industrial schools in Barbados. Once the schools had
conrmed their participation, they were provided with information
letters about the project to forward to parents or legal guardians in
order to obtain consent for their child's participation in the study.
Parents/legal guardians who did not want their children to participate
were given the opportunity to withdraw them from the study.
Additionally, all participating youth were provided with a participant
information sheet and student consent form before they decided whe-
ther or not to participate in the study.
A two (group: experimental and control) by two (gender: boys and
girls) by three (data collection time: baseline, after game intervention,
seven-day follow up) experimental design was used to test prosocial
game eectiveness. The outcome variables were aective and cognitive
responsiveness to victims of IPV (see instruments section). A rando-
mised controlled trial was carried out. Each participant had an equal
chance of being assigned to the experimental (n= 86, youth exposed to
game intervention) or control (n= 86, youth exposed to standard
school curriculum) group. Participants in the experimental group
played the game on a PC in the school computer labs for ve days (one
game level per day takes 45 min). The data on aective and cognitive
responsiveness towards victims of IPV were collected before the game
intervention (Time 1; day one, Monday morning), immediately after
game intervention (Time 2; day ve, Friday afternoon), and seven days
after the intervention (Time 3; day twelve, Friday afternoon). All par-
ticipants were debriefed upon completion of the project. After the
study, the game was made freely available to all participating schools.
2.3. Instruments
2.3.1. Game
Jesse is a prosocial video game which intends to increase aective
and cognitive responsiveness towards victims of gender-based violence
in domestic context. The full description of game development is pro-
vided in Smith et al. (2017). The game features a number of gameplay
systems that have been designed to allow the player to role-play as a
variety of characters in various scenarios. These were drawn from
qualitative research on domestic violence carried out by the project
team with 109 adults (female = 49, male = 60) (Jones et al., 2017).
Prominent themes from the qualitative research integrated into game
design included: gender inequality, female economic dependency, in-
tergenerational violence, the impact on primary and secondary victims,
the physical and emotional impact of domestic violence and escalatory
patterns, help-seeking behaviour and empowerment-based interven-
tions, the role of alcohol as a contributory factor, impact on children's
behaviour, the role of professionals, positive male role models as agents
of change, and perpetrator accountability.
An important element of Jesse's development has been socio-cultural
sensitisation to Caribbean context, through consultation with groups of
young people in Barbados, input from Caribbean experts and the in-
clusion of real world information, local dialects, voices and character-
isations. The game consists of ve levels (see Fig. 1). Level 1 is an in-
troduction to the main characters in the game, including the main
player character - a young schoolboy named Jesse, Jesse's mother
(Diana), and Diana's partner (Rondell) who is the IPV perpetrator. Level
2 takes place in hospital, where Diana was admitted after her partner
had physically abused her. Level 3 is placed in Jesse's school. As Jesse's
Fig. 1. Screenshot showing the main character Jessie and 5 levels of the game.
D. Boduszek et al. 

teacher (George), players must ask Jesse questions and attempt to dis-
cover why Jesse's behaviour and grades are suering. Level 4 features
Rondell with his best friend (Hayden) having a conversation about
Rondell's violent behaviour toward Diana. In level 5, players are given a
choice to determine the outcome of the story.
2.3.2. Outcome measure
None in Three Victim Responsiveness Assessment (Ni3: VRA;
Debowska, Boduszek, Willmott, & Jones, under review) is a measure of
aective and cognitive responsiveness to victims of intimate partner
violence (IPV). The scale is composed of 16 items indexed on a ve-
point Likert scale (1 = strongly disagree,2=disagree,3=neither agree
nor disagree,4=agree,5=strongly agree). The Ni3: VRA consists of two
subscales: aective responsiveness (eight items, Cronbach's
alpha = 0.85) and cognitive responsiveness (eight items, Cronbach's
alpha = 0.82). Sample items include I get upset when I see a woman
being physically hurt by her partner(aective responsiveness) and I
would nd it easy to imagine how a woman might feel while she is
shouted at or called names by her partner(cognitive responsiveness).
All scale items are presented in the appendix. Scores on the total scale
range from 16 to 80, whereas subscale scores range from 8 to 40.
Higher scores indicate greater aective and cognitive responsiveness to
victims of IPV.
3. Results
3.1. Aective responsiveness towards victims of IPV
A 2 (group: experimental and control) x 2 (gender: boys and girls) x
3 (time: baseline, Time 2, Time 3) mixed between-within subjects
ANOVA was conducted to assess the change in aective responsiveness
towards victims of IPV. Means and standard deviations are presented in
Table 1. The main eect for group was statistically non-signicant (F
[1, 167] = 0.69, p= 0.41) but statistically signicant for gender (F[1,
167] = 8.62, p= 0.004, partial η
2
= 0.049; with females scoring
higher). There was a statistically signicant change for time (Wilks'
Lambda = 0.89, F[2, 166] = 10.78, p< 0.001, partial η
2
= 0.12).
There was no signicant interaction between group, gender, and
change over time (Wilks' Lambda = 0.98, F[2, 166] = 1.80, p= 0.17)
and between gender and change over time (Wilks' Lambda = 0.99, F[2,
166] = 0.47, p= 0.63). However, there was a signicant interaction
between group and change over time (Wilks' Lambda = 0.83, F[2,
166] = 16.96, p< 0.001, partial η
2
= 0.17). The graphical presenta-
tion of the pattern of change in aective responsiveness mean values is
illustrated in Fig. 2.
Given the above results, further analyses were performed separately
for the experimental and control group (Bonferroni correction applied).
Experimental group (Wilks' Lambda = 0.60, F[2, 83] = 27.99,
p< 0.001, partial η
2
= 0.40) reported statistically signicant increase
in aective responsiveness from Time 1 to Time 2 (Cohen's d= 0.56,
p< 0.001) and this change was sustained in Time 3 (p= 0.46). The
change over time was not statistically signicant for the control group
(Wilks' Lambda = 0.99, F[2, 84] = 0.56, p= 0.58).
3.2. Cognitive responsiveness towards victims of IPV
Similarly, a 2 ×2 x 3 mixed between-within subjects ANOVA was
conducted to assess the change in cognitive responsiveness towards
victims of IPV. Means and standard deviations are presented in Table 2.
The main eect for group (F[1, 167] = 2.85, p= 0.09) and condition
(F[1, 167] = 0.10, p= 0.76) was statistically non-signicant. No sta-
tistically signicant change for time was observed (Wilks'
Lambda = 0.98, F[2, 166] = 1.68, p= 0.19).
There was no signicant interaction between group, gender, and
change over time (Wilks' Lambda =0.99, F[2, 166] = 0.36, p= 0.70),
between gender and change over time (Wilks' Lambda = 0.99, F[2,
166] = 0.40, p= 0.67), and between group and change over time
(Wilks' Lambda = 1.00, F[2, 166] = 0.02, p= 0.98).
4. Discussion
Prior research has indicated that prosocial gaming can increase
players' prosocial behaviour (e.g., Greitemeyer & Osswald, 2010;
Saleem et al., 2012), prosocial thoughts (e.g., Greitemeyer & Osswald,
2011), and empathic responses (e.g., Greitemeyer et al., 2009; 2010;
Harrington & O'Connell, 2016). Although there have been some suc-
cessful trials showing that prosocial video games can be used as a GBV
reduction tool among youth (see Arnab et al., 2013; Bowen et al., 2014;
Wang et al., 2014), such research is rare and there is a lack of bespoke
gaming interventions aimed at youth from non-Western countries. In
the present study, we tested the ecacy of Jesse a prosocial video
game designed by a cross-disciplinary team of researchers from the
None in Three (Ni3) Research Centre specically for youth in the Car-
ibbean region in increasing players' aective and cognitive respon-
siveness towards female victims of IPV. Game eectiveness evaluation
was conducted in school settings using a randomised controlled trial.
Overall, results indicate that Jesse is a promising IPV prevention tool
among girls and boys from Barbados.
4.1. Discussion of ndings
In line with the assumption of the General Learning Model (GLM;
Buckley & Anderson, 2006) that exposure to prosocial video games can
alter players' aective reactions as well as empirical research ndings
suggesting that prosocial game use increases empathic responses
(Greitemeyer et al., 2010; Harrington & O'Connell, 2016), we hy-
pothesised that Jesse would impact players' aective responsiveness.
The current data support this prediction. More specically, girls and
boys in the experimental condition, but not their counterparts in the
control condition, revealed heightened aective responsiveness to-
wards victims of IPV at the end of intervention. There was no signicant
change in aective responsiveness between two post-intervention time
points in participants from the experimental condition, providing the
rst experimental evidence that the change in this psychological con-
struct as a function of prosocial gaming can be sustained over a longer
period of time. Of importance, our study was also the rst in the eld to
assess victim specic empathy, i.e., a cognitive and emotional under-
standing of the experience of victims, as opposed to global empathy,
i.e., general reactions to the experience of others (Mann & Barnett,
2013). This decision was motivated by prior research ndings
Table 1
Means (SDs) for aective responsiveness towards victims of IPV for experimental and control group over three time points.
Time 1 Time 2 Time 3
Control M(SD) Experimental M(SD) Control M(SD) Experimental M(SD) Control M(SD) Experimental M(SD)
Males 30.25 (5.97) 29.05 (6.41) 29.38 (7.40) 32.32 (6.35) 30.10 (6.51) 31.17 (5.36)
Females 32.59 (5.76) 31.07 (5.42) 32.84 (5.99) 34.25 (4.34) 31.76 (6.01) 33.82 (5.65)
Full sample 31.37 (6.00) 30.09 (5.97) 30.99 (7.03) 33.32 (5.46) 30.93 (6.35) 32.54 (5.42)
D. Boduszek et al. 

suggesting that violence perpetrators have reduced empathy towards
their victims, while their global empathy levels remain unaected (e.g.,
Fernandez et al., 1999; Fernandez & Marshall, 2003). In light of this
evidence, it appears that IPV reduction eorts should be directed at
enhancing context-specic empathy. Jesse is the rst IPV prevention
tool in the Caribbean whose ecacy in improving aective respon-
siveness towards victims of such violence has been empirically de-
monstrated.
The hypothesis that exposure to Jesse would increase youth's cog-
nitive responsiveness to IPV victims at the end of intervention and that
this change would be sustained one week after the intervention was
unsupported by the current data. We propose two possible explanations
of this result. First, the GLM indicates that prosocial video games can
have a long-term eect on players' cognitive structures and empathy
levels. We found that as long as changes in aective responsiveness can
be detected immediately after game exposure and in a one-week follow-
up, changes in cognitive responsiveness levels appear to require a
longer consolidation period. Support for this supposition comes from
functional brain imaging research, indicating that aective and cogni-
tive empathy are neurally distinct (e.g., Cox, Uddin, Di Martino,
Castellanos, Milham & Kelly, 2011), and hence their development may
be guided by dierent processes. To evaluate this possibility, future
game evaluation research using victim responsiveness as an outcome
measure, should include an additional post-intervention data collection
point. Second, a more intensive interventive strategy may be required
to produce change in cognitive responsiveness. We therefore suggest
the inclusion of a second experimental condition in future studies,
where playing the game would be followed by a structured group dis-
cussion facilitated by a teacher/researcher. We anticipate that such an
approach would give youth an opportunity for more extensive cognitive
processing of information contained in the game, and hence allow for a
swifter change in cognitive responsiveness toward victims of IPV.
Although the discrepancy in the eect of prosocial gaming on cog-
nitive and aective responsiveness was contrary to what was predicted,
it can be explained in light of prior theory and research. Specically,
aective and cognitive empathy are understood as complementary, yet
two independent systems. It has been suggested that the separability
between cognitive and aective empathy is more pronounced in males
than in females. The distinct nature of the two systems can be ex-
emplied by empathy imbalance disorders, where one type of empathy
is lowered, while the levels of the other type remain intact, such as
autism (low cognitive empathy) and psychopathy (low aective em-
pathy) (see Smith, 2006 for a theoretical elaboration). Aective and
cognitive responsiveness were also demonstrated to dierentially cor-
relate with external criteria (e.g., Boduszek, Debowska, Dhingra, &
DeLisi, 2016), further corroborating that the two are separate con-
structs with dierent consequences. Therefore, although Jesse induced
changes in aective but not cognitive responsiveness, an increase in the
aective system alone may be sucient to produce positive changes in
children's behaviour, even before they are able to understand the si-
tuation of women abused by their partners. Indeed, Stephan and Finlay
(1999) indicated that emotional empathy may be more eective in
increasing prosocial behaviour, whereas cognitive empathy can lead to
greater understanding of outgroup members.
29
30
31
32
33
3
4
Tim
e
1Tim
e
2Tim
e3
Mean
Fig. 2. Changes in the mean levels of aective responsiveness in control and experimental conditions. Solid Line = experimental group; dashed line = control group.
Table 2
Means (SDs) for cognitive responsiveness towards victims of IPV for experimental and control group over three time points.
Time 1 Time 2 Time 3
Control M(SD) Experimental M(SD) Control M(SD) Experimental M(SD) Control M(SD) Experimental M(SD)
Males 28.27 (7.04) 28.73 (6.02) 29.04 (7.51) 28.85 (7.85) 28.88 (7.85) 29.34 (7.17)
Females 29.49 (5.47) 29.77 (6.21) 30.32 (5.77) 31.27 (6.72) 30.14 (5.33) 30.68 (7.63)
Full sample 28.93 (6.47) 29.27 (6.11) 29.72 (6.85) 30.11 (7.34) 29.55 (6.92) 30.03 (7.40)
D. Boduszek et al. 

4.2. Limitations
This research did not include a measure of participants' behaviour
and hence we cannot establish whether changes in aective respon-
siveness translate into behavioural change. However, given our focus
on victim specic responsiveness, it was deemed that a parallel beha-
vioural measure assessing IPV perpetration would not be appropriate
for the young participants in the study. It is recommended that future
research with older youths who could have already engaged in dating
relationships employs a relevant behavioural measure to explore the
nature and direction of associations between aective responsiveness,
cognitive responsiveness, and prosocial behaviour.
4.3. Practical implications
Notwithstanding, the current study has important research and
practical implications. To the best of our knowledge, this is the rst
school-based evaluation of the eectiveness of a prosocial game inter-
vention in changing youth's aective and cognitive responsiveness
using a standardised outcome measure and a week-long game exposure.
Additionally, past research did not dierentiate between aective and
cognitive empathy or utilise a victim specic empathy measure. As
such, the current research is the rst to demonstrate that changes in
aective responsiveness toward IPV victims are detectable immediately
after game exposure and sustained after one week, whereas changes in
cognitive responsiveness may require a longer period of processing time
or a more intensive exposure. The present study also addresses the need
for more research data obtained from non-Western populations of youth
(see Nielsen et al., 2017). As for practical implications, Jesse is a be-
spoke video game designed specically for youth in the Caribbean,
making it the rst IPV prevention tool of its kind in the region. Fur-
thermore, addressing themes such as gender inequality, intergenera-
tional abuse, alcohol abuse as a contributing factor, the impact of IPV
and the positive roles males can play in addressing male-perpetrated
violence, game content provides opportunities for increasing knowl-
edge and non-adversarial conict resolution skills that may be more
widely benecial. Whilst these facets of the game were not evaluated in
the current study, the persuasive game strategy has potential not only
as a young person-centred approach to building empathy, but also in
raising awareness about the multi-faceted nature of IPV and the con-
texts in which it emerges.
The game has been recommended for inclusion in the national
school curricula in Barbados and Grenada and has been utilised as an
awareness-raising and empowerment intervention for girls in a
Caribbean Juvenile Detention Centre. There is also an on-going im-
plementation of Jesse in schools in Saint Lucia undertaken by educators
in the country with the assistance of researchers from the Ni3 Research
Centre. Given the success of Jesse, the Ni3 Research Centre, supported
by funding from the UK Research and Innovation - Global Challenges
Research Fund (GCRF), is currently developing culture-sensitive pro-
social video games for dierent world regions to address some of the
most prevalent and detrimental expressions of GBV (such as child
marriage and child sexual exploitation).
4.4. Conclusion
In sum, using a randomised controlled trial conducted in naturalistic
settings, the current study tested the eectiveness of a prosocial video
game, Jesse, in changing Barbadian youth's aective and cognitive re-
sponsiveness towards victims of IPV. The ndings indicate that youth in
the experimental condition, but not youth in the control condition,
scored higher on aective responsiveness towards victims of IPV after
the intervention and this change was sustained in a one-week follow-up.
Contrary to our initial prediction, game exposure did not aect parti-
cipants' cognitive responsiveness towards IPV victims, pointing to dif-
ferential formation processes of cognitive and aective responsiveness
among youth.
Conicts of interest
Authors declare that they have no conict of interest.
This research has been supported nancially by the European
Commission (EuropeAid/136243/DD/ACT/Multi Towards a Future
Free from Domestic Violence). The funding source was not involved in
the preparation of this manuscript.
Appendix
None in Three Victim Responsiveness Assessment (Ni3: VRA) is a measure of aective (items 18) and cognitive (916) responsiveness to victims of
intimate partner violence (IPV).
Instructions: Please tell us to what extent you agree or disagree with the statements below.
Strongly dis-
agree
Disagree Neither agree nor dis-
agree
Agree Strongly
agree
1. It makes me feel sad to see a woman who is physically hurt (e.g., hit/beaten/pushed/punched) by
her partner.
2. I get upset when I see a woman being physically hurt by her partner.
3. Seeing a woman who was hurt by her partner crying, makes me feel like crying too.
4. When I see a woman suering after she was hit by her partner, I feel bad.
5. I feel sorry for women who are physically hurt by their partners.
6. When I see a woman being shouted at, threatened or called names by her partner, I feel sorry for
her.
7. I get upset when I see a woman being called names or threatened by her partner.
8. Sometimes I cry when I see a woman being hurt by her partner.
9. I can understand how a woman who was physically hurt by her partner is feeling.
10. I can imagine what a woman physically hurt by her partner is thinking.
11. I can tell what a woman beaten by her partner feels by the look on her face.
12. I nd it easy to imagine how a woman might feel while she is shouted at or called names by her
partner.
13. I can understand how dicult it might be for a woman to live with an aggressive partner.
14. I can tell what a woman hurt by her partner feels even when she is masking her true emotion.
15. I nd it easy to recognise emotions that a woman hurt by her partner might feel.
16. I can tell how a woman hurt by her partner is feeling by listening to the tone of her voice.
D. Boduszek et al. 

References
Anderson, C. A., & Bushman, B. J. (2002). Human aggression. Annual Review of
Psychology, 53(1), 2751. https://doi.org/10.1146/annurev.psych.53.100901.
135231.
Arnab, S., Brown, K., Clarke, S., Dunwell, I., Lim, T., Suttie, N., ... De Freitas, S. (2013).
The development approach of a pedagogically-driven serious game to support
Relationship and Sex Education (RSE) within a classroom setting. Computers &
Education, 69, 1530. https://doi.org/10.1016/j.compedu.2013.06.013.
Asscher, J. J., Van der Put, C. E., & Stams, G. J. J. M. (2015). Gender dierences in the
impact of abuse and neglect victimization on adolescent oending behavior. Journal
of Family Violence, 30, 215225. http://doi.org/10.1007/s10896-014-9668-4.
Bengtsson, H., & Arvidsson, Å. (2011). The impact of developing social perspectivetaking
skills on emotionality in middle and late childhood. Social Development, 20(2),
353375. https://doi.org/10.1111/j.1467-9507.2010.00587.x.
Boduszek, D., Debowska, A., Dhingra, K., & DeLisi, M. (2016). Introduction and validation
of psychopathic personality traits scale (PPTS) in a large prison sample. Journal of
Criminal Justice, 46,917. https://doi.org/10.1016/j.jcrimjus.2016.02.004.
Bowen, E., Walker, K., Mawer, M., Holdsworth, E., Sorbring, E., Helsing, B., ... Jans, S.
(2014). It's like youre actually playing as yourself: Development and preliminary
evaluation of Green Acres High, a serious game-based primary intervention to
combat adolescent dating violence. Psychosocial Intervention, 23(1), 4355. https://
doi.org/10.5093/in2014a5.
Buckley, K. E., & Anderson, C. A. (2006). A theoretical model of the eects and con-
sequences of playing video games. In P. Vorderer, & J. Bryant (Eds.). Playing video
games motives, responses, and consequences (pp. 363378). Mahwah, NJ: LEA.
Catalano, C. E., Luccini, A. M., & Mortara, M. (2014). Best practices for eective design
and evaluation of serious games. International Journal of Serious Games, 1(1), e1e13.
Cox, C. L., Uddin, L. Q., Di Martino, A., Castellanos, F. X., Milham, M. P., & Kelly, C.
(2011). The balance between feeling and knowing: Aective and cognitive empathy
are reected in the brain's intrinsic functional dynamics. Social Cognitive and Aective
Neuroscience, 7(6), 727737. https://doi.org/10.1093/scan/nsr051.
Davis, M. H. (1983). Measuring individual dierences in empathy: Evidence for a mul-
tidimensional approach. Journal of Personality and Social Psychology, 44(1), 113126.
https://doi.org/10.1037/0022-3514.44.1.113.
(under review)Debowska, A., Boduszek, D., Willmott, D., & Jones, A. D. (2018). The None
in three victim responsiveness assessment (Ni3: VRA): A new outcome measure for intimate
partner violence (IPV) prevention programs. (Manuscript submitted for publication).
Dickey, M. D. (2006). Game design narrative for learning: Appropriating adventure game
design narrative devices and techniques for the design of interactive learning en-
vironments. Educational Technology Research & Development, 54(3), 245263. https://
doi.org/10.1007/s11423-006-8806-y.
Dietz, T. L. (1998). An examination of violence and gender role portrayals in video games:
Implications for gender socialization and aggressive behavior. Sex Roles, 38(56),
425442. https://doi.org/10.1023/A:1018709905920.
Fernandez, Y. M., & Marshall, W. L. (2003). Victim empathy, social self-esteem, and
psychopathy in rapists. Sexual Abuse. A Journal of Research and Treatment, 15(1),
1126. https://doi.org/10.1023/A:1020611606754.
Fernandez, Y. M., Marshall, W. L., Lightbody, S., & O'Sullivan, C. (1999). The child mo-
lester empathy measure: Description and examination of its reliability and validity.
Sexual abuse. A Journal of Research and Treatment, 11(1), 1731. https://doi.org/10.
1023/A:1021376711828.
Garcia-Moreno, C., Jansen, H. A. F. M., Ellsberg, M., Heise, L., & Watts, C. H. (2006).
Prevalence of intimate partner violence: Findings from the WHO multi-country study
on women's health and domestic violence. The Lancet, 368(9543), 12601269.
https://doi.org/10.1016/S0140-6736(06)69523-8.
Gentile, D. A., Anderson, C. A., Yukawa, S., Ihori, N., Saleem, M., Ming, L. K., ... Rowell
Huesmann, L. (2009). The eects of prosocial video games on prosocial behaviors:
International evidence from correlational, longitudinal, and experimental studies.
Personality and Social Psychology Bulletin, 35(6), 752763. https://doi.org/10.1177/
0146167209333045.
Greitemeyer, T., & Mügge, D. O. (2014). Video games do aect social outcomes: A meta-
analytic review of the eects of violent and prosocial video game play. Personality and
Social Psychology Bulletin, 40(5), 578589. https://doi.org/10.1177/
0146167213520459.
Greitemeyer, T., & Osswald, S. (2009). Prosocial video games reduce aggressive cogni-
tions. Journal of Experimental Social Psychology, 45(4), 896900. https://doi.org/10.
1016/j.jesp.2009.04.005.
Greitemeyer, T., & Osswald, S. (2010). Eects of prosocial video games on prosocial
behavior. Journal of Personality and Social Psychology, 98(2), 211221. https://doi.
org/10.1037/a0016997.
Greitemeyer, T., & Osswald, S. (2011). Playing prosocial video games increases the ac-
cessibility of prosocial thoughts. The Journal of Social Psychology, 151(2), 121128.
https://doi.org/10.1080/00224540903365588.
Greitemeyer, T., Osswald, S., & Brauer, M. (2010). Playing prosocial video games
increases empathy and decreases schadenfreude. Emotion, 10(6), 796. https://doi.
org/10.1037/a0020194.
Harrington, B., & O'Connell, M. (2016). Video games as virtual teachers: Prosocial video
game use by children and adolescents from dierent socioeconomic groups is asso-
ciated with increased empathy and prosocial behaviour. Computers in Human
Behavior, 63, 650658. https://doi.org/10.1016/j.chb.2016.05.062.
Holtzworth-Munroe, A., & Meehan, J. C. (2004). Typologies of men who are maritally
violent scientic and clinical implications. Journal of Interpersonal Violence, 19(12),
13691389. https://doi.org/10.1177/0886260504269693.
Jeremiah, R. D., & Gamache, P. E. (2013). Beyond behavioral adjustments: How de-
terminants of contemporary Caribbean masculinities thwart eorts to eliminate do-
mestic violence. International Journal of Men's Health, 12(3), 228244.
Jeremiah, R. D., Quinn, C. R., & Alexis, J. M. (2017). Exposing the culture of silence:
Inhibiting factors in the prevention, treatment, and mitigation of sexual abuse in the
Eastern Caribbean. Child Abuse & Neglect, 66, 5363. https://doi.org/10.1016/j.
chiabu.2017.01.029.
Jones, A., Jemmott, E. T., Da Breo, H., Buckmire, T., Tannis, D., Rose, L., ... Moller, C.
(2017). Twenty-one lessons: Preventing domestic violence in the caribbean. Retrieved
from http://eprints.hud.ac.uk/id/eprint/30898/.
Koo, G., & Seider, S. (2010). Video games for prosocial learning. In K. Schrier, & D. Gibson
(Eds.). Ethics and game design: Teaching values through play (pp. 1633). Hershey, PA:
IGI Global.
Mann, R. E., & Barnett, G. D. (2013). Victim empathy intervention with sexual oenders:
Rehabilitation, punishment, or correctional quackery? Sexual Abuse: A Journal of
Research and Treatment, 25(3), 282301. https://doi.org/10.1177/
1079063212455669.
Mayberry, M. L., & Espelage, D. L. (2007). Associations among empathy, social compe-
tence, & reactive/proactive aggression subtypes. Journal of Youth and Adolescence,
36(6), 787799. https://doi.org/10.1007/s10964-006-9113-y.
Miller, P. (2014). Children at risk: A review of sexual abuse incidents and child protection
issues in Jamaica. Open Review of Educational Research, 1(1), 171182. https://doi.
org/10.1080/23265507.2014.972437.
Nielsen, M., Haun, D., Kärtner, J., & Legare, C. H. (2017). The persistent sampling bias in
developmental psychology: A call to action. Journal of Experimental Child Psychology,
162, 3138. https://doi.org/10.1016/j.jecp.2017.04.017.
Prot, S., Gentile, D. A., Anderson, C. A., Suzuki, K., Swing, E., Lim, K. M., ... Liau, A. K.
(2014). Long-term relations among prosocial-media use, empathy, and prosocial
behavior. Psychological Science, 25(2), 358368. https://doi.org/10.1177/
0956797613503854.
Reid, S. D., Reddock, D., & Nickenig, T. (2014). Breaking the silence of child sexual abuse
in the caribbean: A community-based action research intervention model. Journal of
Child Sexual Abuse, 23(3), 256277. https://doi.org/10.1080/10538712.2014.
888118.
Saleem, M., Anderson, C. A., & Gentile, D. A. (2012). Eects of prosocial, neutral, and
violent video games on children's helpful and hurtful behaviors. Aggressive Behavior,
38(4), 281287. https://doi.org/10.1002/ab.21428.
Smith, A. (2006). Cognitive empathy and emotional empathy in human behavior and
evolution. Psychological Record, 56(1), 321. https://doi.org/10.1007/BF03395534.
Smith, D., Ma, M., Jones, A., & Unver, E. (2017). None in Three: The design and devel-
opment of a low-cost violence prevention game for the Caribbean region. Joint in-
ternational conference on serious games (pp. 259270). Cham: Springer.
Stephan, W. G., & Finlay, K. (1999). The role of empathy in improving intergroup rela-
tions. Journal of Social Issues, 55(4), 729743. https://doi.org/10.1111/0022-4537.
00144.
United Nations (UN) (2015). The world's women 2015: Trends and statistics. Retrieved from
https://unstats.un.org/unsd/gender/downloads/worldswomen2015_report.pdf.
Wang, H., Choi, J., & Wu, Y. (2014). BREAKAWAY: Combating violence against women and
girls through soccer video game and youth camps. Retrieved from http://www.
jovanellis.com/wp- content/uploads/2011/01/Breakaway_MeaningfulPlay2014_
Final.pdf.
Whyte, E. M., Smyth, J. M., & Scherf, K. S. (2015). Designing serious game interventions
for individuals with autism. Journal of Autism and Developmental Disorders, 45(12),
38203831. https://doi.org/10.1007/s10803-014-2333-1.
World Health Organization (WHO) (2012). Understanding and addressing violence against
women. Retrieved from http://apps.who.int/iris/bitstream/handle/10665/77433/
WHO_RHR_12.35_eng.pdf;jse ssionid=9EC954268AB22F0A5DC4C4EED946D56D?
sequence=1.
World Health Organization (WHO) (2013). Global and regional estimates of violence against
women: Prevalence and health eects of intimate partner violence and non- partner sexual
violence. Retrieved from http://apps.who.int/iris/bitstream/10665/85239/1/
9789241564625_eng.pdf.
World Health Organization (WHO) (2016). Violence against women: Intimate partner vio-
lence and sexual violence against women. Retrieved from http://www.who.int/
mediacentre/factsheets/fs239/en/.
D. Boduszek et al. 

... There has been a lot of previous research that uses empathy as a way to reduce stereotypes and biases [16,47,48]. For example, research has shown that empathy induced by video games could result in behavioral changes such as reduction of bias and stereotypes [8,49] or promote prosocial behavior [50][51][52]. A direct example of empathy predicting prosocial tendencies would be the study done by Gutierrez et al. [17], when actively taking a Black graduate student's perspective, high empathy could predict lower levels of implicit race bias. ...
Article
Full-text available
Many victims of gendered violence suffer from systematic stigmatization. A novel approach to reduce the negative bias toward victims of gendered violence is the use of video games. In this study, we explore how playing video games can contribute to fostering empathy and reducing bias toward victims of gendered violence. To test our hypotheses, we conducted a lab experiment (N = 166). The result showed that taking the perspective of a gendered violence victim in a video game increases players’ embodiment of the game character and in turn increases player’s empathy toward gendered violence victims. No moderation was found for gender and also no relationship between empathy and implicit bias was found. All in all, the study demonstrates the potential of video games to be an empathy intervention tool for increasing empathy toward gendered violence victims.
... Previous studies on this topic mainly concentrated on the negative effects of violent video games on players, such as increased aggressive behavior (Adachi & Willoughby, 2011;Greitemeyer & McLatchie, 2011). However, in recent years, a growing body of research suggests that prosocial video games may also have the potential to enhance positive social outcomes (Boduszek et al., 2019;Greitemeyer & Mügge 2014). Unlike the violent and bloody game situations contained in violent video games, prosocial video games (PVG) contain more prosocial elements. ...
... An increasing number of studies have found that, compared with violent and neutral games, prosocial games can not only weaken individuals' hostility, but also activate individuals' positive cognition, such as altruism and prosociality, thus promoting prosocial behavior (Gentile et al., 2009;Greitemeyer & Osswal, 2010). Prosocial video games have been found to increase players' post-game prosocial outcomes like attention bias toward prosocial information (Qiu et al., 2020), more sympathy (Boduszek et al., 2019) and more prosocial behavior (Li & Zhang, 2023;Shoshani et al., 2022). Vieira (2014) conducted an online survey of girls who played a prosocial game and found that prosocial games increased players' perspective-taking ability and empathy. ...
Article
Full-text available
A virtual avatar serves as a video game player’s self-presentation in the virtual space. The relation between avatar appearance and aggression has been substantially confirmed, but there are open questions about the relation between avatar appearance and individual altruism, as well as game prosociality and player’s gender on individual altruism and avatar identification. Employing a cue-priming paradigm, this study delved into the effects of avatar appearance, game prosociality and player’s gender on avatar identification and altruism, as well as the relationship between avatar identification and altruism. The results showed that (1) The relationship between avatar appearance and altruism were influenced by the prosociality of games. In the prosocial story task, the justice avatar elicited significantly higher altruism than the neutral avatar. (2) In the prosocial story task, the effect of avatar appearance on male altruistic behavior was more pronounced than that of female. (3) There was a significant positively correlation between avatar identification and altruism, which was moderated by the prosociality of games.
Thesis
Full-text available
eHealth treatments vary widely from automated treatment protocols to professional-led treatment tools that are integrated into treatment protocols with therapists. This dissertation organized, coded, and submitted 33 eHealth treatment trials to meta-analytic study to assess eHealth treatment study effectiveness overall and for each type of eHealth treatment type. Systematic review and descriptive analyses revealed that eHealth treatments that target externalizing behaviors varied widely in study, sample, and design characteristics. eHealth treatments most frequently targeted externalizing behaviors in adolescent samples (n = 22), adapted cognitive behavior therapy (CBT) to digital platforms (n = 11), and integrated digital tools into traditional treatment protocols (n = 11). eHealth treatments were effective in treating externalizing behaviors overall (d = -.52); a series of 19 meta-analyses split by study characteristics revealed that the strongest effect sizes were observed for eHealth treatments that targeted adolescent externalizing behaviors (d = -.76), used CBT or parent-focused orientations (d = -.11 and d = -1.47), and used included technology-enhanced or professional-led eHealth tools (d = -1.07, d = -.11).
Article
There is a close connection between video games and social life, and researchers are interested in whether and how video games shape aggression and prosocial behaviors. However, there are great inconsistencies across studies on this topic. These mixed results may be due in part to a focus on learning models that were relevant in research on traditional media like television but are less useful in research on video games. Unlike other media, video games are characterized by frequent game-player interactions and immediate feedback, and there is evidence that in-game rewards and punishments can shape aggressive or prosocial behavior inside and outside the game. We argue that reinforcement learning may help us to understand the effects of video games on aggressive and prosocial behaviors, and propose a conceptual model based on this argument.
Article
Background and Objectives Bullying is a form of aggression that has detrimental effects on the physical, emotional, and psychological well-being of youths. The study sought to investigate the impact of school-based anti-bullying initiatives on mitigating violence among high school students in Indonesia. Patient and Methods This study employed a quasi-experimental design, including a pretest and post-test, with a non-equivalent control group. This study included a total of 160 high school students. Results The findings indicated that school-based anti-bullying interventions had a substantial impact on the attitudes and behaviors of the experimental group, who received the program, in comparison to the control group, who received the standard care provided by the school. Nevertheless, there was no notable disparity in students’ understanding of anti-bullying between the experimental group and the control group both before and during the implementation of the school-based anti-bullying program. Conclusion Ultimately, school-based anti-bullying initiatives have proven to be efficacious and have the potential to be widely deployed as a means of curbing violence within educational environments. Additional research is required to carry out randomized control trials in order to ascertain the efficacy of the program in different educational institutions.
Article
Full-text available
Penelitian bertujuan mengetahui pengaruh perilaku prososial siswa SD Kelas V di Surabaya melalui Model Pembelajaran Berbasis Proyek (PjBL). Populasi penelitian siswa SD Negeri Sumur Welut III Surabaya. Sampel penelitian siswa SD Kelas V A dan B di SD Negeri Sumur Welut III Surabaya.Teknik pengumpulan data dengan menggunakan kuisioner PTM (Prosocial Tendecies Measure) diadaptasi dari Carlo. Teknik analisis menggunakan Uji T-Test. Teknik analisis data menggunakan uji T-Test. Hasil pengolaan data menujukkan nilai sig (2-tailed) sebesar 0.00 < 0.05, artinya terdapat pengaruh Model PjBL terhadap perilaku prososial siswa kelas V SD Negeri Sumur Welut III Surabaya.
Article
Full-text available
Background Schools have a duty of care to prevent violence between students but a significant amount of dating and relationship violence and gender-based violence occurs in schools. These are important public health issues with important longitudinal consequences for young people. Objectives To understand functioning and effectiveness of school-based interventions for the prevention of dating and relationship violence and gender-based violence. Review methods We undertook a mixed-methods systematic review to synthesise different types of evidence relating to school-based interventions for the prevention of dating and relationship violence and gender-based violence to understand if, how and in what ways these interventions are effective. We searched 21 databases and 2 trial registers and undertook forwards and backwards citation chasing, author contact and other supplementary search methods. Searches identified all literature published to June 2021. All screening was undertaken in duplicate and independently, and we quality appraised all included studies. Results We included 247 reports (68 outcome evaluations, 137 process evaluations). Synthesis of intervention components produced an intervention typology: single-component, curricular, multicomponent, and multilevel programmes. Synthesis of intervention theories suggested that interventions aiming to increase students’ sense of school belonging and sense of safety in the school building could encourage increased learning of prosocial skills and increased prosocial peer norms, and so potentially reducing dating and relationship violence and gender-based violence. Synthesis of factors affecting delivery highlighted school organisation and leaders who believed in the importance of addressing dating and relationship violence/gender-based violence, along with time and resources to deliver the interventions. The ease with which the intervention could be delivered and modified was also important. Meta-analysis found stronger evidence for intervention effectiveness in reducing dating and relationship violence than for gender-based violence, with significant long-term impacts on dating and relationship violence victimisation and perpetration, and some evidence that interventions in high-income countries could be effective for reducing victimisation and perpetration of gender-based violence in the long-term. Impacts on knowledge and attitudes were primarily short-term. Network meta-analysis did not suggest superiority of any intervention type. Moderation evidence suggested interventions reduced dating and relationship violence perpetration in boys more than girls, but reduced gender-based violence perpetration more in girls. Metaregression by intervention component did not explain heterogeneity in effectiveness, but qualitative comparative analysis suggested that reducing perpetration was important to reducing victimisation, and that perpetration could be reduced via focus on interpersonal skills, guided practice and (for gender-based violence) implementation of social structural components. Limitations Despite an exhaustive search, trials may have been missed and risk of publication bias was high for several analyses. Conclusions This is the most comprehensive systematic review of school-based interventions for dating and relationship violence and gender-based violence to date. It is clear that the prevention of dating and relationship violence and gender-based violence in schools will require longer-term investment to show benefit. Future work Future research is needed to understand why intervention effectiveness appears stronger for dating and relationship violence than gender-based violence. Study registration The study is registered as PROSPERO CRD42020190463. Funding This award was funded by the National Institute for Health and Care Research (NIHR) Public Health Research programme (NIHR award ref: NIHR130144) and is published in full in Public Health Research ; Vol. 12, No. 3. See the NIHR Funding and Awards website for further award information.
Article
Full-text available
Purpose: The study aim was to develop and validate the None in Three Victim Responsiveness Assessment (Ni3: VRA) examining affective and cognitive responsiveness toward victims of intimate partner violence. Design/methodology/approach: Data were collected at two time points in a sample of 359 young people from Barbados and Grenada (56.27% female; M age = 12.73 years). Findings: Confirmatory factor analysis (CFA) results indicated that the Ni3: VRA scores are best captured by a two-factor solution, including affective and cognitive dimensions. A test-retest correlation confirmed the reliability of the Ni3: VRA over time. Affective responsiveness formed a significant positive association with caring/cooperative behaviour. Originality/value: The Ni3: VRA can be used for the evaluation of preventive strategies aimed at reducing the rates of IPV.
Technical Report
Full-text available
This is the report of qualitative research carried out by the Ni3 team with 109 participants (49 women and 60 men) between April and July 2016 from two Caribbean countries, Barbados and Grenada. The primary research questions were derived from a preliminary literature review which suggests that women from specific groups may be exposed to additional challenges alongside the experience of domestic violence. We selected four groups of women to focus on: women who experienced domestic violence during pregnancy, women with disabilities, women living with HIV and, women in same-sex relationships. The research questions we sought to answer concerning these groups of women were: 1. How do women (in each particular grouping) define domestic violence 2. What particular factors, unique to their circumstances, produce additional risks or challenges for women affected by domestic violence 3. What are women’s views about the reasons for increased risks 4. What are the effects upon them 5. What are the effects on their families 8 | P a g e 6. Are professionals and agencies working with women who face domestic violence, cognisant of the additional risks and challenges presented by these particular circumstances 7. What strengths, resilience and strategies do women in these particular circumstances draw on in managing/reducing/preventing or escaping risk of violence 8. Who helps them 9. What help do they need 10. What might escalate or de-escalate domestic violence rates Our research with men and youth was designed to include both those who have been convicted of offences related to domestic violence and also those who had not. The primary research questions we sought to address with men were: 1. How do men define domestic violence 2. What are their thoughts about its prevalence, causes and effects 3. How has living with domestic violence affected them 4. How has living with domestic violence affected their families 5. What situations/circumstances contribute to men being violent (e.g., social, cultural, economic) 6. What is the impact of these situations on men 7. What strategies do men use to deal with these particular circumstances and pressures 8. What strengths, resilience and other strategies (not mentioned before) do men in these particular circumstances draw on in managing/reducing/preventing or escaping risk of violence 9. What can escalate and de-escalate domestic violence rates in Barbados/Grenada 10. Who helps men 11. What help do they need We were guided in all decisions concerning recruitment and interviewing participants by a comprehensive ethics protocol (see appendix) and our primary consideration was our duty of care to those who took part in the research and the minimising of risk both to them and to those who conducted it. All the interviews were carried out by a multidisciplinary team of Caribbean researchers with extensive knowledge of gender and violence related issues and, most crucially, they were all experts in the socio-cultural contexts in which the study took place.
Conference Paper
Full-text available
Domestic violence is a persistent and universal problem occurring in every culture and social group, with lack of empathy identified as a contributing factor. On average, one in three women and girls in the Caribbean experience domestic violence in their lifetime. In this paper we demonstrate the techniques used during the creation of a low-cost, violence prevention game titled None in Three, targeted at enhancing empathy and awareness among young people in Barbados and Grenada. A research trip was undertaken to gather photographic reference and to meet with young people. Methods to measure the emotional state of players and awareness of characters in-game were explored. Cost-saving measures such as asset store purchases were evaluated. Custom tools were created in order to speed up production, including a bespoke event editor for multiple-choice dialogue sequences, and the use of motion capture libraries and auto-rigging tools to speed up character animation workflows.
Article
Full-text available
Psychology must confront the bias in its broad literature towards the study of participants developing in environments unrepresentative of the vast majority of the world’s population. Here, we focus on the implications of addressing this challenge, highlight the need to address over-reliance on a narrow participant pool, and emphasize the value and necessity of conducting research with diverse populations. We show that high impact-factor developmental journals are heavily skewed towards publishing papers with data from WEIRD populations (Western, Educated, Industrialized, Rich and Democratic). Most critically, despite calls for change and supposed widespread awareness of this problem, there is a habitual dependence on convenience sampling and little evidence that the discipline is making any meaningful movement towards drawing from diverse samples. Failure to confront the possibility that culturally-specific findings are being misattributed as universal traits has broad implications for the construction of scientifically defensible theories and for the reliable public dissemination of study findings.
Article
Full-text available
The right of children to be protected from abuse is grounded in international law. Children should be free to enjoy their childhoods and to engage with their physical environment without fear for their safety. In recent years, girls and women in Jamaica have been targeted by men who rape and/or otherwise sexually assault them. This is without doubt, unacceptable. This article presents a qualitative review of girls' sexual molestation occurrence, the response of the Jamaican government and its agents and members of civil society. The article also calls on the government of Jamaica to act decisively in strengthening its legal mechanisms to deal with villains and also to act swiftly in providing support for victims and their families in an attempt to stem the tide of sexual violence and to assure society that they are in control.
Chapter
In this chapter, the authors consider the capabilities video games offer to educators who seek to foster prosocial development using three popular frameworks: moral education, character education, and care ethics. While all three of these frameworks previously considered literature and film as helpful tools, the authors suggest that video games are unique from these other media in the multiple levers through which they can influence the worldview, values, and behaviors of players. Similar to literature and film, video games possess content—plot, characters, conflict, themes, and imagery—with which participants interact. Unlike other media, however, video games scaffold players’ experiences not only via narrative and audio-visual content but by the rules, principles, and objectives governing what participants do. Moreover, many video games possess an ecosystem that impacts players’ interpretation of the game itself—for example, on-line hint guides and discussion groups as well as the opportunity to play in the company of peers in either physical or virtual proximity. The authors consider opportunities and challenges presented by each of these unique facets of video games for fostering the prosocial development of participants.
Article
This article features a study that explored the presence of adverse childhood experiences (ACEs), including childhood sexual abuse and neglect, among women associated with Partnership for Peace (PfP), the first and only culturally adapted domestic violence diversion program for men in the Eastern Caribbean. Within a multiyear evaluative study that assessed the impact of the PfP intervention in reducing domestic violence in Grenada in the West Indies, life-history interviews were collected from a subsample of women (N = 9) associated with men enrolled in the PfP program between 2009 and 2011. We found that the exposure to sexual abuse and neglect during childhood was evident in the histories of the women. Most perpetrators were trusted family or community members who suffered from a common set of behavioral patterns, most prominently alcohol use. Our findings reflect an evidence-based connection, as one causative factor, of a culture of silence that is related to child sexual abuse and its management. The apparent lasting effects of these traumatic childhood exposures reflect cycles of abuse in the life histories collected during the domestic violence evaluation study. Our study identified three key structural deficiencies (insufficient research, ineffective policy, and lack of public-health interventions) and one embedded cultural norm (the culture of silence) that together “inhibit current attempts to address ACEs as a means of curbing domestic violence in the Caribbean.”
Article
Purpose: The aim of this study was to create and validate a brief self-report scale of psychopathic personality traits for research purposes which would grasp the essence of a psychopathic personality, regardless of respondents’ age, gender, cultural background, and criminal history. Methods: The Psychopathic Personality Traits Scale (PPTS), The Measure of Criminal Social Identity, Self-Esteem Measure for Criminals, The Child Sexual Abuse Myth Scale, Attitudes Towards Male Sexual Dating Violence, and Lie Scale were administered to 1,794 prisoners systematically sampled from 10 maximum- and medium-security prisons. Dimensionality and construct validity of the PPTS was investigated using traditional CFA techniques, along with confirmatory bifactor analysis and multitrait-multimethod modelling (MTMM). Seven alternative models of the PPTS were specified and tested using Mplus with WLSMV estimation. Results: MTMM model of PPTS offered the best representation of the data. The results suggest that the PPTS consists of four subscales (affective responsiveness, cognitive responsiveness, interpersonal manipulation, and egocentricity) while controlling for two method factors (knowledge/skills and attitudes/beliefs). Good composite reliability and differential predictive validity was observed. Conclusion: This brief measure of psychopathic traits uncontaminated with behavioural items can be used in the same way among participants with and without criminal history.