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'Were you cyberbullied? Let me help you.' : studying adolescents’ online peer support of cyberbullying victims using thematic analysis of online support group fora
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- Journal Article
- A2
- open access
Psychometric data of a questionnaire to measure cyberbullying bystander behavior and its behavioral determinants among adolescents
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The efficacy of the friendly attac serious digital game to promote prosocial bystander behavior in cyberbullying among young adolescents : a cluster-randomized controlled trial
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Peer influence as a predictor of producing and distributing hurtful images of peers and teachers among Flemish adolescents
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- Conference Paper
- C3
- open access
The efficacy of the Friendly Attac serious digital game to promote prosocial bystander behavior in cyberbullying among young adolescents : a cluster-randomized controlled trial
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From normative influence to social pressure: how relevant others affect whether bystanders join in cyberbullying
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Deciding whether to look after them, to like it, or leave it : a multidimensional analysis of predictors of positive and negative bystander behavior in cyberbullying among adolescents
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Bridging behavior science and gaming theory : using the Intervention Mapping Protocol to design a serious game against cyberbullying
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The Friendly ATTAC game: an intervention aimed at adolescent bystander behavior in cyberbullying
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The efficacy of a serious game aimed at the promotion of positive bystander behavior in cyberbullying among adolescents: examining the role of player experience and player behavior
(2016) -
The Friendly ATTAC game: an intervention aimed at the promotion of positive bystander behavior in cyberbullying among adolescents: examining the role of player experience and player behavior
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The efficacy of a serious game aimed at the promotion of positive bystander behavior in cyberbullying among adolescents: examining the role of player experience and player behavior
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De adoptie van games in een educatieve context : een analyse van de interactie tussen educator, leerling en technologie
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Online peer support in cyberbullying: investigating online fora of youth helpline organisations
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The development a serious game on cyberbullying: a concept test
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'Can I afford to help?’: how affordances of communication modalities guide bystanders' helping intentions towards harassment on social network sites
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Cyberbullying is not sociable, but it is social : how social processes can affect bystander behaviour in cyberbullying
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From normative influence to social pressure : how relevant others affect whether bystanders join in cyberbullying
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Joining in cyberbullying as a bystander : a normative social influence model
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Secondary school educators' perceptions and practices in handling cyberbullying among adolescents: a cluster analysis
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Cyberbullying on social network sites: an experimental study into bystanders' behavioural intentions to help the victim or reinforce the bully
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Applying the Intervention Mapping Protocol to the design of a serious game against cyberbullying among young adolescents
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For your eyes only, or for the crowd to see?: bystander behaviour towards SNS harassment
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Determinants of self-reported bystander behavior in cyberbullying incidents amongst adolescents
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Meta-analytic review of serious games for healthy lifestyle adoption: comparison of single level and multilevel programs
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A meta-analysis of serious digital games for healthy lifestyle promotion
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Importance of theory in creating effective serious video games for health promotion
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Determinants of bystander behaviour in cyberbullying incidents amongst adolescents
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Mobilizing bystanders of cyberbullying: an exploratory study into behavioural determinants of defending the victim
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'Friendly attac': the development of an online intervention tool against cyberbullying