Validation of a Cyberbullying Serious Game Using Game Analytics

Antonio Calvo-Morata, Dan Cristian Rotaru, Cristina Alonso-Fernández, Manuel Freire-Morán, Iván Martínez-Ortiz, Baltasar Fernández-Manjón

Research output: Contribution to journalArticleAcademicpeer-review

10 Citations (Web of Science)
409 Downloads (Pure)

Abstract

Bullying is a serious social problem at schools, very prevalent independently of culture and country, and particularly acute for teenagers. With the irruption of always-on communications technology, the problem, now termed cyberbullying, is no longer restricted to school premises and hours. There are many different approaches to address cyberbullying, such as school buddies, educational videos, or involving police in counseling; however, awareness continues to be insufficient. We have developed Conectado, aserious game to be used in the classroom to increase awareness on bullying and cyberbullying in schools. While playing the game, students gain a first-hand immersive experience of the problem and the associated emotions, fostering awareness and empathy with victims. This paper describes Conectadoand presents its validationwith actual studentsusing game analytics.
Original languageEnglish
Pages (from-to)186-197
Number of pages12
JournalIEEE Transactions on Learning Technologies
Volume13
Issue number1
Early online date2 Nov 2018
DOIs
Publication statusPublished - 1 Jan 2020
Externally publishedYes

Keywords

  • Cyberbullying
  • Game learning analytics
  • Games
  • Internet
  • Law enforcement
  • Observers
  • PREVALENCE
  • Serious games
  • Social network services
  • Tools
  • Videos
  • analytics
  • awareness
  • bullying
  • cyberbullying
  • game learning analytics
  • serious games
  • videogame

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