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

Serious 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, star...

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Detalles Bibliográficos
Autores: Calvo Morata, Antonio, Alonso Fernández, Cristina, Freire Morán, Manuel, Fernández Manjón, Baltasar
Tipo de recurso: artículo
Fecha de publicación:2020
País:España
Repositorio:Docta Complutense
Idioma:español
OAI Identifier:oai:docta.ucm.es:20.500.14352/99597
Acceso en línea:https://hdl.handle.net/20.500.14352/99597
Access Level:acceso abierto
Palabra clave:Games
Teaching/learning strategies
Improving classroom teaching
Media in education
Software
Educación
1203.10 Enseñanza Con Ayuda de Ordenador
Descripción
Sumario:Serious 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.