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...

Descripción completa

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
id ES_f3cf2da738355d31a4fcd098a1f24d34
oai_identifier_str oai:docta.ucm.es:20.500.14352/99597
network_acronym_str ES
network_name_str España
repository_id_str
spelling Serious games to prevent and detect bullying and cyberbullying: A systematic serious games and literature reviewCalvo Morata, AntonioAlonso Fernández, CristinaFreire Morán, ManuelFernández Manjón, BaltasarGamesTeaching/learning strategiesImproving classroom teachingMedia in educationSoftwareEducación1203.10 Enseñanza Con Ayuda de OrdenadorSerious 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.Universidad Complutense de Madrid20242024-02-0620202020-11-0120202020-11-01journal articlehttp://purl.org/coar/resource_type/c_6501info:eu-repo/semantics/articleapplication/pdfhttps://hdl.handle.net/20.500.14352/99597reponame:Docta Complutenseinstname:Españolspaopen accesshttp://purl.org/coar/access_right/c_abf2Attribution-NonCommercial-NoDerivatives 4.0 Internationalhttp://creativecommons.org/licenses/by-nc-nd/4.0/info:eu-repo/semantics/openAccessoai:docta.ucm.es:20.500.14352/995972025-08-02T12:44:52Z
dc.title.none.fl_str_mv Serious games to prevent and detect bullying and cyberbullying: A systematic serious games and literature review
title Serious games to prevent and detect bullying and cyberbullying: A systematic serious games and literature review
spellingShingle Serious games to prevent and detect bullying and cyberbullying: A systematic serious games and literature review
Calvo Morata, Antonio
Games
Teaching/learning strategies
Improving classroom teaching
Media in education
Software
Educación
1203.10 Enseñanza Con Ayuda de Ordenador
title_short Serious games to prevent and detect bullying and cyberbullying: A systematic serious games and literature review
title_full Serious games to prevent and detect bullying and cyberbullying: A systematic serious games and literature review
title_fullStr Serious games to prevent and detect bullying and cyberbullying: A systematic serious games and literature review
title_full_unstemmed Serious games to prevent and detect bullying and cyberbullying: A systematic serious games and literature review
title_sort Serious games to prevent and detect bullying and cyberbullying: A systematic serious games and literature review
dc.creator.none.fl_str_mv Calvo Morata, Antonio
Alonso Fernández, Cristina
Freire Morán, Manuel
Fernández Manjón, Baltasar
author Calvo Morata, Antonio
author_facet Calvo Morata, Antonio
Alonso Fernández, Cristina
Freire Morán, Manuel
Fernández Manjón, Baltasar
author_role author
author2 Alonso Fernández, Cristina
Freire Morán, Manuel
Fernández Manjón, Baltasar
author2_role author
author
author
dc.contributor.none.fl_str_mv Universidad Complutense de Madrid
dc.subject.none.fl_str_mv Games
Teaching/learning strategies
Improving classroom teaching
Media in education
Software
Educación
1203.10 Enseñanza Con Ayuda de Ordenador
topic Games
Teaching/learning strategies
Improving classroom teaching
Media in education
Software
Educación
1203.10 Enseñanza Con Ayuda de Ordenador
description 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.
publishDate 2020
dc.date.none.fl_str_mv 2020
2020-11-01
2020
2020-11-01
2024
2024-02-06
dc.type.none.fl_str_mv journal article
http://purl.org/coar/resource_type/c_6501
info:eu-repo/semantics/article
format article
dc.identifier.none.fl_str_mv https://hdl.handle.net/20.500.14352/99597
url https://hdl.handle.net/20.500.14352/99597
dc.language.none.fl_str_mv Español
spa
language_invalid_str_mv Español
language spa
dc.rights.none.fl_str_mv open access
http://purl.org/coar/access_right/c_abf2
Attribution-NonCommercial-NoDerivatives 4.0 International
http://creativecommons.org/licenses/by-nc-nd/4.0/
info:eu-repo/semantics/openAccess
rights_invalid_str_mv open access
http://purl.org/coar/access_right/c_abf2
Attribution-NonCommercial-NoDerivatives 4.0 International
http://creativecommons.org/licenses/by-nc-nd/4.0/
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
dc.source.none.fl_str_mv reponame:Docta Complutense
instname:
instname_str
reponame_str Docta Complutense
collection Docta Complutense
repository.name.fl_str_mv
repository.mail.fl_str_mv
_version_ 1844180598405464064
score 15,638193