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A serious game-based solution to prevent bullying

dc.contributor.authorRaminhos, Cátia
dc.contributor.authorCláudio, Ana Paula
dc.contributor.authorCarmo, Maria Beatriz
dc.contributor.authorGaspar, Augusta
dc.contributor.authorCarvalhosa, Susana
dc.contributor.authorCandeias, Maria de Jesus
dc.date.accessioned2023-09-06T07:39:47Z
dc.date.available2023-09-06T07:39:47Z
dc.date.issued2016
dc.description.abstractPurpose: The purpose of this paper is to present a Serious Game with the main purpose of inducing attitude changes as a way to prevent bullying, in a target audience of young people between 10 and 12 years old. Design/methodology/approach: The rationale for prevention is: first, to help victims of these aggressive episodes to acquire or improve competencies in avoiding or dealing with future real bullying situations; and second, to promote empathy toward the victims in bystanders. A back office application complements the game, providing substantial assistance to psychologists while using the game with patients in therapy or in research work. Findings: Both components, the game and the back office, were evaluated with volunteers. The user study leads the authors to the conclusion that the current version of the game holds good potential in bullying prevention: the young people that played the game in a continuous time span, at the end of this testing process, have expressed improvements in their bullying prevention strategies. The back office application, a distinctive feature of the solution when compared to other similar bullying prevention solutions, was positively assessed by the psychologists who tested it. Originality/value: The game deals with strong social features, such as number of friends and invitations to social events (e.g. a birthday party), to which young people give much importance. Additionally, it offers a variability of scenarios and consequences of actions, taking into account the user’s performance in the game. The main factors that makes the presented solution stand out in comparison with other similar bullying prevention solutions are mainly the following: It includes a back office application to assist therapists with data management features; the role of the player in the game can be chosen according to his own profile; it is possible to play even outside a therapy session (e.g. at home); and it is a portable solution.pt_PT
dc.description.versioninfo:eu-repo/semantics/acceptedVersionpt_PT
dc.identifier.doi10.1108/ijpcc-04-2016-0022pt_PT
dc.identifier.eid84977560709
dc.identifier.issn1742-7371
dc.identifier.urihttp://hdl.handle.net/10400.14/42152
dc.identifier.wos000381910600002
dc.language.isoengpt_PT
dc.peerreviewedyespt_PT
dc.rights.urihttp://creativecommons.org/licenses/by-nc/4.0/pt_PT
dc.subjectBullyingpt_PT
dc.subjectBystanderpt_PT
dc.subjectPlatform gamept_PT
dc.subjectPreventionpt_PT
dc.subjectSerious gamept_PT
dc.subjectVictimpt_PT
dc.titleA serious game-based solution to prevent bullyingpt_PT
dc.typejournal article
dspace.entity.typePublication
oaire.citation.endPage215pt_PT
oaire.citation.issue2pt_PT
oaire.citation.startPage194pt_PT
oaire.citation.titleInternational Journal of Pervasive Computing and Communicationspt_PT
oaire.citation.volume12pt_PT
rcaap.rightsopenAccesspt_PT
rcaap.typearticlept_PT

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