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Serious games to prevent and detect bullying and cyberbullying: A systematic serious games and literature review

dc.contributor.authorCalvo Morata, Antonio
dc.contributor.authorAlonso Fernández, Cristina
dc.contributor.authorFreire Morán, Manuel
dc.contributor.authorFernández Manjón, Baltasar
dc.date.accessioned2024-02-06T15:10:26Z
dc.date.available2024-02-06T15:10:26Z
dc.date.issued2020-11
dc.description.abstractSerious games are an effective and highly motivational educational tool that has proved to be capable of changing users’ attitudes and raising awareness in a great variety of fields, including mental health. A couple of decades ago, new technologies in general, and serious games, in particular, started to be incorporated into prevention programs, serving as both prevention and detection tools. This article presents a review of the serious games found through a systematic literature review focused on the use of video games as tools for the prevention and detection of bullying and cyberbullying. With this review, we aim to determine: (1) the benefits of using video games as tools against bullying; (2) the mechanics and types of games used to address it; (3) the type of users on which they focus; (4) the type of studies and the number of users with which these games are evaluated; and (5) the availability of these tools, to determine to what degree society can benefit from their potential. The results show a wide variety of video games, using in turn very different strategies to deal with (cyber)bullying; and also that most of these games are not currently available. The different initiatives found confirm that serious games can be used effectively to raise awareness, create empathy, and teach new strategies to address both bullying and cyberbullying.
dc.description.departmentDepto. de Ingeniería de Software e Inteligencia Artificial (ISIA)
dc.description.facultyFac. de Informática
dc.description.refereedTRUE
dc.description.statuspub
dc.identifier.doi10.1016/j.compedu.2020.103958
dc.identifier.issn0360-1315
dc.identifier.urihttps://hdl.handle.net/20.500.14352/99597
dc.journal.titleComputers and Education
dc.language.isospa
dc.rightsAttribution-NonCommercial-NoDerivatives 4.0 Internationalen
dc.rights.accessRightsopen access
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/4.0/
dc.subject.keywordGames
dc.subject.keywordTeaching/learning strategies
dc.subject.keywordImproving classroom teaching
dc.subject.keywordMedia in education
dc.subject.ucmSoftware
dc.subject.ucmEducación
dc.subject.unesco1203.10 Enseñanza Con Ayuda de Ordenador
dc.titleSerious games to prevent and detect bullying and cyberbullying: A systematic serious games and literature review
dc.typejournal article
dspace.entity.typePublication
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relation.isAuthorOfPublication.latestForDiscovery8fe77cd0-8c60-4afc-9c42-b649fd114502

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