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.
Originalsprache | Englisch |
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Titel | Extended Abstracts of the 2020 Annual Symposium on Computer-Human Interaction in Play (CHI PLAY ´20 EA) |
Seiten | 287-291 |
Seitenumfang | 5 |
DOIs | |
Publikationsstatus | Veröffentlicht - 2020 |
Veranstaltung | Annual Symposium on Computer-Human Interaction in Play (CHI PLAY' 20) - Dauer: 2 Nov. 2020 → 4 Nov. 2020 |
Konferenz
Konferenz | Annual Symposium on Computer-Human Interaction in Play (CHI PLAY' 20) |
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Zeitraum | 2/11/20 → 4/11/20 |
Research Field
- Former Research Field - Experience Business Transformation
Schlagwörter
- educational games
- bullying
- classroom
- awareness