Laura Herrewijn
Ghent University
Network
Latest external collaboration on country level. Dive into details by clicking on the dots.
Publication
Featured researches published by Laura Herrewijn.
Computers in Human Behavior | 2018
Ann DeSmet; Sara Bastiaensens; K. Van Cleemput; Karolien Poels; Heidi Vandebosch; G. Deboutte; Laura Herrewijn; Steven Malliet; Sara Pabian; F. Van Broeckhoven; O. De Troyer; Gaétan Deglorie; S. Van Hoecke; Koen Samyn; I. De Bourdeaudhuij
Abstract Cyberbullying is a social phenomenon which can bring severe harm to victims. Bystanders can show positive bystander behavior (e.g. defending) and decrease cyberbullying and its harm, or negative behavior (e.g. passive bystanding, joining) and sustain cyberbullying and its negative effects. Few interventions have currently targeted bystanders and evaluated results on their behavior or its determinants. The intervention consisted of a serious game specifically targeting cyberbullying bystander behavior. A cluster-randomized controlled trial was conducted among 8th graders (nxa0=xa0216) in two schools. Measurements were taken at baseline, immediately after the intervention and at 4-week follow-up. The serious game intervention resulted in significant improvements in self-efficacy, prosocial skills, and the intention to act as a positive bystander. These are mainly predictors of positive bystander behavior. No significant effects were found for predictors of negative bystander behavior. The intervention also increased witnessing of cyberbullying incidents, potentially a measure of awareness of cyberbullying taking place, and quality of life. No effects were found on behavior itself, bullying or cyberbullying prevalence. This brief serious game intervention affected determinants of bystander behavior and quality of life among adolescents. Further efforts are needed to address (negative) bystander behavior and cyberbullying involvement.
Archive | 2016
Gordon Calleja; Laura Herrewijn; Karolien Poels
The chapter takes as its main object of study (Calleja’s (2011) In-game: from immersion to incorporation. MIT Press, Cambridge, MA) Player Involvement Model, an analytical framework designed to understand player experience developed through qualitative research. The model identifies six dimensions of involvement in digital games, namely kinesthetic involvement, spatial involvement, shared involvement, narrative involvement, ludic involvement and affective involvement. The goal of the chapter was to develop the model further by testing it in an experimental context. Consequently, three experiments were conducted in order to examine how different components of digital gameplay (i.e. the story that is written into a game, the social setting in which a game is played, and the player’s control in a game environment) can affect the player’s involvement on the six proposed dimensions. Special attention is paid to affective involvement, and how this dimension of player involvement relates to the other dimensions. The findings of the experiments provide initial support for (Calleja’s (2011) In-game: from immersion to incorporation. MIT Press, Cambridge, MA) Player Involvement Model in a quantitative setting.
ICORIA | 2018
Laura Herrewijn; Karolien Poels
Digital games are firmly ingrained in our culture. From the 1970s onwards, they have gradually evolved into an extremely popular entertainment medium. 2.2 billion people from all socio-demographic backgrounds are now spending more and more of their leisure time playing games. As a consequence, revenues from the global games industry are expected to reach
Data in Brief | 2018
Ann DeSmet; Sara Bastiaensens; K. Van Cleemput; Karolien Poels; Heidi Vandebosch; G. Deboutte; Laura Herrewijn; Steven Malliet; Sara Pabian; F. Van Broeckhoven; O. De Troyer; Gaétan Deglorie; S. Van Hoecke; Koen Samyn; I. De Bourdeaudhuij
108.9 billion by the end of 2017, making it the largest entertainment sector worldwide (Newzoo, 2017).
foundations of digital games | 2013
Laura Herrewijn; Karolien Poels; Gordon Calleja
.This paper describes the items, scale validity and scale reliability of a self-report questionnaire that measures bystander behavior in cyberbullying incidents among adolescents, and its behavioral determinants. Determinants included behavioral intention, behavioral attitudes, moral disengagement attitudes, outcome expectations, self-efficacy, subjective norm and social skills. Questions also assessed (cyber-)bullying involvement. Validity and reliability information is based on a sample of 238 adolescents (M age=13.52 years, SD=0.57). Construct validity was assessed using Confirmatory Factor Analysis (CFA) or Exploratory Factor Analysis (EFA) in Mplus7 software. Reliability (Cronbach Alpha, α) was assessed in SPSS, version 22. Data and questionnaire are included in this article. Further information can be found in DeSmet et al. (2018) [1].
Digital advertising : theory and research | 2017
Laura Herrewijn; Karolien Poels
DiGRA Flanders | 2017
Laura Herrewijn; Ini Vanwesenbeeck; Steffi De Jans; Liselot Hudders; Veroline Cauberghe
Vlaams Mediawijs Congres | 2016
Veroline Cauberghe; Liselot Hudders; Laura Herrewijn
Meaningful Play, Conference abstracts | 2016
Heidi Vandebosch; Katrien Van Cleemput; Steven Malliet; Sara Bastiaensens; Laura Herrewijn; Frederik Van Broeckhoven; Gaétan Deglorie; Ann DeSmet; Karolien Poels; Sofie Van Hoecke; Koen Samyn; Olga De Troyer; Ilse De Bourdeaudhuij
International Communication Association Game Studies Pre-conference, Abstracts | 2016
Heidi Vandebosch; Katrien Van Cleemput; Steven Malliet; Sara Bastiaensens; Laura Herrewijn; Frederik Van Broeckhoven; Gaétan Deglorie; Ann DeSmet; Karolien Poels; Sofie Van Hoecke; Koen Samyn; Olga De Troyer; Ilse De Bourdeaudhuij