Abstract
Bullying can have various negative short and long-term consequences for adolescents. With online technology expanding the occasions for bullying, developing solutions to prevent bullying and cyberbullying has become even more pressing. We have developed two prototypes of educational games to raise awareness of the consequences of bullying among adolescents by putting them into the role of a bystander. The two games differed in the form of gameplay: one allowed for explorative play while the other used a linear narrative. We report on first results obtained by evaluating both games in classrooms and reflect on how integrating such games into a classroom context can be beneficial.
Original language | English |
---|---|
Title of host publication | CHI PLAY 2020 - Extended Abstracts of the 2020 Annual Symposium on Computer-Human Interaction in Play |
Publisher | Association for Computing Machinery, Inc |
Pages | 287-291 |
Number of pages | 5 |
ISBN (Electronic) | 9781450375870 |
DOIs | |
Publication status | Published - 2 Nov 2020 |
Event | 7th ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play, CHI PLAY 2020 - Virtual, Online, Canada Duration: 2 Nov 2020 → 4 Nov 2020 https://chiplay.acm.org/2020/ |
Conference
Conference | 7th ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play, CHI PLAY 2020 |
---|---|
Country/Territory | Canada |
City | Virtual, Online |
Period | 2/11/20 → 4/11/20 |
Other | Virtual event |
Internet address |
Keywords
- Awareness
- Bullying
- Classroom
- Educational games