Bullying and cyberbullying among adolescents: prototype game for adolescents in the school environment

Authors

DOI:

https://doi.org/10.33448/rsd-v10i1.11944

Keywords:

Cyberbullying; Recreational games; Bullying; Adolescent health; School nursing services.

Abstract

The aim of this study is to develop a prototype of a game that contributes to health education about Bullying and Cyberbullying among adolescents in the school environment. Technological production research based on design thinking, developed in four stages: 1. Analysis of the data of the bullying questionnaire; 2. Systematic literature review; 3. Search for apps or games available with similar theme in the Google Play Store and App Store; 4. Develop a prototype of a game in simulation style. 99 students answered the questionnaire. In the systematic review, 13 articles were included. In the search of the applications/games, 42 applications were analyzed. The simulation game is called B.S.I.: Bullying Scene Investigation. The theme is investigation, in which the participant searches in the school for clues of possible situations of bullying and cyberbullying and notifies the direction. The game can produce greater awareness about the context of bullying, since it allows promoting the student's protagonism in the school space, the engagement in the fight against violence, the motivation to help victims of bullying and collaboration with the teacher and school management in the strategies of appropriate coping.

References

Bayley, J. E., & Brown, K. E. (2015). Translating group programmes into online formats: Establishing the acceptability of a parents’ sex and relationships communication serious game Health behavior, health promotion and society. BMC Public Health, 15(1), 1–13. https://doi.org/10.1186/s12889-015-2545-0

Beserra, M. A., Carlos, D. M., Leitão, M. N. C., & Ferriani, M. G. C. (2019). Prevalence of school violence and use of alcohol and other drugs in adolescents. Revista Latino-Americana De Enfermagem, 27, e3110. https://doi.org/10.1590/1518-8345.2124.3110.

Brandão Neto, W., Silva, C. O., Amorim, R. R. T., Aquino, J. M., Almeida Filho, A. J., Gomes, B. M. R., & Monteiro, E. M. L. M. (2020). Formation of protagonist adolescents to prevent bullying in school contexts. Revista Brasileira de Enfermagem, 73(Suppl. 1), e20190418. https://doi.org/10.1590/0034-7167-2019-0418

Derex, M., & Boyd, R. (2016). Partial connectivity increases cultural accumulation within groups. Proceedings of the National Academy of Sciences of the United States of America, 113(11), 2982–2987. https://doi.org/10.1073/pnas.1518798113

Ferreira, T. R. de S. C., & Deslandes, S. F. (2018). Cyberbulling: conceituações, dinâmicas, personagens e implicações à saúde. Ciência & Saúde Coletiva, 23(10), 3369–3379. https://doi.org/10.1590/1413-812320182310.13482018

Fiellin, L. E., Kyriakides, T. C., Hieftje, K. D., Tyra, M., Duncan, L. R., Dziura, J. D., … Fiellin, D. A. (2016). The design and implementation of a randomized controlled trial of a risk reduction and human immunodeficiency virus prevention videogame intervention in minority adolescents : PlayForward : Elm City Stories. 1–9. https://doi.org/10.1177/1740774516637871

Gonçalves, F. G., Heldt, E., Peixoto, B. N., Rodrigues, G. A., Filipetto, M., & Guimarães, L. S. P. (2016). Construct validity and reliability of Olweus Bully/Victim Questionnaire - Brazilian version. Psicologia: Reflexao e Critica, 29(1). https://doi.org/10.1186/s41155-016-0019-7

Goršič, M., Cikajlo, I., Goljar, N., & Novak, D. (2017). A multisession evaluation of an adaptive competitive arm rehabilitation game. Journal of NeuroEngineering and Rehabilitation, 14(1), 1–15. https://doi.org/10.1186/s12984-017-0336-9

Jander, A., Crutzen, R., Mercken, L., Candel, M., & De Vries, H. (2016). Effects of a Web-based computer-tailored game to reduce binge drinking among Dutch adolescents: A cluster randomized controlled trial. Journal of Medical Internet Research, 18(2). https://doi.org/10.2196/jmir.4708

Joubert, M., Armand, C., Morera, J., Tokayeva, L., Guillaume, A., & Reznik, Y. (2016). Impact of a Serious Videogame Designed for Flexible Insulin Therapy on the Knowledge and Behaviors of Children with Type 1 Diabetes : The LUDIDIAB Pilot Study. 18(2). https://doi.org/10.1089/dia.2015.0227

Jozkowski, K. N., & Ekbia, H. R. (2015). ‘“ Campus Craft ”’: 4(2), 95–106. https://doi.org/10.1089/g4h.2014.0056

Marchetti, D., Fraticelli, F., Polcini, F., Lato, R., Pintaudi, B., Nicolucci, A., … Vitacolonna, E. (2015). Preventing Adolescents’ Diabesity: Design, Development, and First Evaluation of “gustavo in Gnam’s Planet.” Games for Health Journal, 4(5), 344–351. https://doi.org/10.1089/g4h.2014.0107

Moher D, Liberati A, Tetzlaff J, A. D. (2015). Principais itens para relatar Revisões sistemáticas e Meta-análises: A recomendação PRISMA. Epidemiologia e Serviços de Saúde, 24(2), 335–342. https://doi.org/10.5123/s1679-49742015000200017

Moreira, A. P. de A., Sabóia, V. M., Camacho, A. C. L. F., Daher, D. V., & Teixeira, E. (2014). Jogo educativo de administração de medicamentos: um estudo de validação. Revista Brasileira de Enfermagem, 67(4), 528–534. https://doi.org/10.1590/0034-7167.2014670405

Nomelini, Q. S. S., Cunha, N. S. de S., Fernandes, R. M., Oliveira, R. R. de, Santos, C. C. R., & Aguena, M. S. (2020). School bullying and the perception of Mato Grossense students. 2020, 1–21.

Okitika, T. A., Barnabas, R. V., Rue, T., Weisman, J., Harris, N. A., Orenstein, W. A., & Wasserheit, J. N. (2015). “Polio Eradication” Game May Increase Public Interest in Global Health. Games for Health Journal, 4(3), 195–201. https://doi.org/10.1089/g4h.2014.0045

Ortiz-Colón, A.-M., Jordán, J., & AgredaI, M. (2018). Gamificación en educación: una panorámica sobre el estado de la cuestión SECCIÓN: ARTÍCULOS This content is licensed under a Creative Commons attribution-type BY-NC. Revista Edu.Pesquì, 44, 17. https://doi.org/10.1590/S1678-4634201844173773

Panumaporn, J., Hongsanguansri, S., Atsariyasing, W., & Kiatrungrit, K. (2020). Bystanders’ behaviours and associated factors in cyberbullying. General Psychiatry, 33(3). https://doi.org/10.1136/gpsych-2019-100187

Pham, T., & Adesman, A. (2015). Teen victimization: Prevalence and consequences of traditional and cyberbullying. Current Opinion in Pediatrics, 27(6), 748–756. https://doi.org/10.1097/MOP.0000000000000290

Programa Saúde na Escola: Caderno do Gestor do PSE. (2015). Programa Saúde na Escola: Caderno do Gestor do PSE. Secretaria de Atenção à Saúde Departamento de Atenção Básica, 68 p. Retrieved from http://bvsms.saude.gov.br/bvs/publicacoes/caderno_gestor_pse.pdf

Sápiras, F. S., Vecchia, R. D., & Maltempi, M. V. (2015). Utilização do Scratch em sala de aula. Educação Matemática Pesquisa : Revista Do Programa de Estudos Pós-Graduados Em Educação Matemática, 17(5), 973–988. Retrieved from https://revistas.pucsp.br/index.php/emp/article/view/25152

Silva, A. N., Marques, E. S., Peres, M. F. T., & Azeredo, C. M. (2019). Trends in verbal bullying, domestic violence, and involvement in fights with frearms among adolescents in Brazilian state capitals from 2009 to 2015. Cadernos de Saude Publica, 35(11), 1–16. https://doi.org/10.1590/0102-311X00195118

Silva, F., Dascanio, D., & Valle, T. G. M. do. (2016). O Fenômeno Bullying: Diferenças Entre Meninos E Meninas. Reflexão e Ação, 24(1), 26. https://doi.org/10.17058/rea.v24i1.7014

Silva, J. L., Oliveira, W. A., Carlos, D. M., Lizzi, E. A. S., Rosário, R., & Silva, M. A. I. (2018). Intervention in social skills and bullying. Revista Brasileira de Enfermagem, 71(3), 1085-1091. https://doi.org/10.1590/0034-7167-2017-0151

Sousa, M. de G., De Oliveira, E. M. L., Coelho, M. D. M. F., Miranda, K. C. L., Henriques, A. C. P. T., & Cabral, R. L. (2018). Validation of educational game for adolescents about the sexuality topic / Validação de jogo educativo sobre sexualidade para adolescentes. Revista de Pesquisa: Cuidado é Fundamental Online, 10(1), 203. https://doi.org/10.9789/2175-5361.2018.v10i1.203-209

Stapinski, L. A., Reda, B., Newton, N. C., Lawler, S., Rodriguez, D., Chapman, C., & Teesson, M. (2017). Development and evaluation of ‘ Pure Rush ’ : An online serious game for drug education. (November 2016). https://doi.org/10.1111/dar.12611

Vianna, Maurício, Vianna, Ysmar, Adler, Isabel K, Lucena, Brenda, Russo, B. (2012). Design Thinking Design Thinking Inovação em negócios. Editora: Mjv livros.

Vrijhof, C. I., Bulk, B. G. Van Den, Overgaauw, S., Lelieveld, G., Engels, R. C. M. E., & Van, M. H. (2016). The Prosocial Cyberball Game : Compensating for social exclusion and its associations with empathic concern and bullying in adolescents. Journal of Adolescence, 52, 27–36. https://doi.org/10.1016/j.adolescence.2016.07.005

Wendt, G. W., & Lisboa, C. S. de M. (2013). Agressão entre pares no espaço virtual: definições, impactos e desafios do cyberbullying. Psicologia Clínica, 25(1), 73–87. https://doi.org/10.1590/s0103-56652013000100005

Published

25/01/2021

How to Cite

SOUZA, C. F. Q. de .; ANJOS, M. V. N. dos; BESERRA, M. A.; BRANDÃO NETO, W.; GOMES, A. C. P. Bullying and cyberbullying among adolescents: prototype game for adolescents in the school environment. Research, Society and Development, [S. l.], v. 10, n. 1, p. e48710111944, 2021. DOI: 10.33448/rsd-v10i1.11944. Disponível em: https://rsdjournal.org/index.php/rsd/article/view/11944. Acesso em: 6 mar. 2021.

Issue

Section

Health Sciences