TY - GEN
T1 - Through a Gender Lens
T2 - 9th Joint International Conference on Serious Games, JCSG 2023
AU - Brennan, Attracta
AU - Manghan, Caroline
AU - Dempsey, Mary
AU - McAvoy, John
AU - Redfern, Sam
N1 - Publisher Copyright:
© 2023, The Author(s), under exclusive license to Springer Nature Switzerland AG.
PY - 2023
Y1 - 2023
N2 - Bullying is a global issue that threatens the safety and wellbeing of children worldwide. While bullying is observed amongst children of all ages, the behavior peaks at ages 11–14 years. One intervention method is through the use of games. 23 mixed-gender children aged 7–11 years participated in this study, which examines the impact of Cairdeas Quest, a fantasy serious game, on increasing bullying awareness and how to respond in different bullying situations. Through an analysis of gameplay metrics, the results show that Cairdeas Quest positively impacted the identification of bullying/cyberbullying and the selection of appropriate responses in various bullying situations. All participants correctly selected the defender role in response to bullying and indirect cyberbullying in the hallway and bedroom scenes. However, the main issue concerned how to respond to verbal bullying in a classroom. In general, female players were more empathic than their male peers in different bullying/cyberbullying situations and were more likely to adopt the defender role. Meanwhile, a greater level of improvement was evidenced in the male players after playing Cairdeas Quest. This is a positive outcome as boys are more likely to adopt the bully perpetrator and bystander roles.
AB - Bullying is a global issue that threatens the safety and wellbeing of children worldwide. While bullying is observed amongst children of all ages, the behavior peaks at ages 11–14 years. One intervention method is through the use of games. 23 mixed-gender children aged 7–11 years participated in this study, which examines the impact of Cairdeas Quest, a fantasy serious game, on increasing bullying awareness and how to respond in different bullying situations. Through an analysis of gameplay metrics, the results show that Cairdeas Quest positively impacted the identification of bullying/cyberbullying and the selection of appropriate responses in various bullying situations. All participants correctly selected the defender role in response to bullying and indirect cyberbullying in the hallway and bedroom scenes. However, the main issue concerned how to respond to verbal bullying in a classroom. In general, female players were more empathic than their male peers in different bullying/cyberbullying situations and were more likely to adopt the defender role. Meanwhile, a greater level of improvement was evidenced in the male players after playing Cairdeas Quest. This is a positive outcome as boys are more likely to adopt the bully perpetrator and bystander roles.
KW - Bullying
KW - children
KW - defender role
UR - https://www.scopus.com/pages/publications/85176007072
U2 - 10.1007/978-3-031-44751-8_20
DO - 10.1007/978-3-031-44751-8_20
M3 - Conference Publication
SN - 9783031447501
T3 - Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
SP - 257
EP - 273
BT - Serious Games - 9th Joint International Conference, JCSG 2023, Proceedings
A2 - Haahr, Mads
A2 - Rojas-Salazar, Alberto
A2 - Göbel, Stefan
PB - Springer Science and Business Media Deutschland GmbH
Y2 - 26 October 2023 through 27 October 2023
ER -