eprintid: 10193002
rev_number: 7
eprint_status: archive
userid: 699
dir: disk0/10/19/30/02
datestamp: 2024-06-04 08:25:16
lastmod: 2024-06-04 08:25:16
status_changed: 2024-06-04 08:25:16
type: article
metadata_visibility: show
sword_depositor: 699
creators_name: Marques, Tiago Garrido
creators_name: Schumann, Sandy
creators_name: Mariconti, Enrico
title: Positive behaviour interventions in online gaming: a systematic review of strategies applied in other environments
ispublished: pub
divisions: UCL
divisions: B04
divisions: C05
divisions: F52
keywords: Positive behaviour, Disruptive behaviour, Online gaming Prevention
note: © 2024 BioMed Central Ltd. This article is licensed under a Creative Commons Attribution 4.0 International License (http://creativecommons.org/licenses/by/4.0/).
abstract: BACKGROUND: Disruptive behaviours are a recurrent concern in online gaming and are usually dealt with through reactive and punitive strategies. However, in health and educational settings, workplaces, and the context of interpersonal relationships, positive behaviour interventions have been implemented as well. This systematic review assessed the use of positive behaviour strategies as well as their effectiveness in a range of environments to suggest routes for transferring such interventions to (multiplayer) online gaming. METHODS: We included 22 records in the review and examined (a) the targeted individuals/groups, (b) the specific disruptive behaviour problems that were addressed, (c) the nature of the positive behaviour strategy intervention, and (d) its effectiveness. RESULTS: Findings showed that the most common interventions that have been investigated thus far are the promotion of active bystander intervention, the good behaviour game, and tootling/positive peer reporting. These sought to prevent or reduce aggressive behaviour, negative peer interaction, name-calling, cyberbullying, and hate speech. The identified interventions differed in their effectiveness; however, all demonstrated some degree of positive impact. CONCLUSIONS: Considering similarities and differences between online and offline settings, we propose that tootling and the good behaviour game are most suitable to be applied to (multiplayer) online gaming.
date: 2024-05-30
date_type: published
publisher: Springer Science and Business Media LLC
official_url: http://dx.doi.org/10.1186/s40163-024-00208-8
oa_status: green
full_text_type: pub
language: eng
primo: open
primo_central: open_green
verified: verified_manual
elements_id: 2281516
doi: 10.1186/s40163-024-00208-8
lyricists_name: Garrido Marques, Tiago
lyricists_id: TRGAR84
actors_name: Garrido Marques, Tiago
actors_id: TRGAR84
actors_role: owner
full_text_status: public
publication: Crime Science
volume: 13
number: 1
article_number: 14
citation:        Marques, Tiago Garrido;    Schumann, Sandy;    Mariconti, Enrico;      (2024)    Positive behaviour interventions in online gaming: a systematic review of strategies applied in other environments.                   Crime Science , 13  (1)    , Article 14.  10.1186/s40163-024-00208-8 <https://doi.org/10.1186/s40163-024-00208-8>.       Green open access   
 
document_url: https://discovery.ucl.ac.uk/id/eprint/10193002/1/Positive%20behaviour%20interventions%20in%20online%20gaming%20a%20systematic%20review%20of%20strategies%20applied%20in%20other%20environments.pdf