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...
| Autores: | , , , |
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| 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 |
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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 |
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journal article http://purl.org/coar/resource_type/c_6501 info:eu-repo/semantics/article |
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article |
| dc.identifier.none.fl_str_mv |
https://hdl.handle.net/20.500.14352/99597 |
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https://hdl.handle.net/20.500.14352/99597 |
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Español spa |
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Español |
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spa |
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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 |
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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/ |
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openAccess |
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application/pdf |
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reponame:Docta Complutense instname: |
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