Videogame as a tool to prevent cyberbullying in children

Keywords: Gamification, cyberbullying, prevention, children, video game

Abstract

This article parameters the characteristics to evaluate the video game "Toby and the Crystal School" oriented to prevent cyberbullying in children. It applies the method of literature review and qualitative analysis. The result: gamification for prevention focuses on physical and mental health issues through mobile applications for adolescents and adults, in terms of cyberbullying prevention; similarities are found in curricular prevention programs for schools, emphasizing different mediations to generate a safe environment, towards self-management, self-esteem and awareness of the phenomenon in schools.

Author Biography

Juliana Díaz Ospina, Universidad Católica de Manizales, Colombia.

Publicista de la Universidad Católica de Manizales. Magister en Comunicación Digital de la Universidad Pontificia Bolivariana de Medellín. Experiencia en publicidad por 7 años en investigación y mercadeo en la industria publicitaria. Investigadora y profesora durante 9 años en la UCM (Universidad Católica de Manizales) líder de línea del grupo de investigación Altamira del programa de Publicidad, con énfasis en la co-creación de estrategias de comunicación digital con pares internacionales; énfasis en la planeación, creación, diseño y seguimiento de estrategias creativas para entornos digitales enfocadas a niños y construcción de ciudadanía global en jóvenes. Desarrollo de estrategias de internacionalización para EMI (inglés como medio de instrucción), COIL (Collaborative online international learning) y aprendizaje intercultural.

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Published
2022-12-23
How to Cite
Díaz Ospina, J. (2022). Videogame as a tool to prevent cyberbullying in children. Opción, 38, 184-204. https://doi.org/10.5281/zenodo.7527567