Chapter Narrative Heroes: giocare per riscrivere il copione del bullismo e del cyberbullismo

Av: Medverkande: Materialtyp: ArtikelSerie: Utgivningsinformation: Florence Firenze University Press 2024Beskrivning: 1 electronic resource (5 p.)Innehållstyp:
  • text
Medietyp:
  • computer
Bärartyp:
  • online resource
ISBN:
  • 9791221505047
Ämnen: Onlineresurser: I: Sammanfattning: Bullying and cyberbullying are still relevant issues of national and international concern. The literature has shown that these forms of peer violence have an important cultural basis, linked to shared social norms that are reflected in the dominant narratives of the reference group. In order to influence individual attitudes, it is therefore necessary to influence the whole community. Furthermore, the use of new technologies and gamification seem to maximise the potential for change in interventions implemented on them. Based on the results of a preliminary systematic review of the literature on existing interventions to prevent bullying and cyberbullying using technology, the project involves the design, implementation and validation of a gaming application (Narrative Heroes) aimed at preventing and counteracting bullying and cyberbullying among adolescents by harnessing the power of generating counter-narratives in an online discussion. The aim is to stimulate an active change in the participants and a change in the narratives of the norms shared by the context, which will then be reflected in a change in attitudes and beliefs towards bullying and cyberbullying, both at an individual and group level.
Inga fysiska exemplar för denna post

Open Access Unrestricted online access star

Bullying and cyberbullying are still relevant issues of national and international concern. The literature has shown that these forms of peer violence have an important cultural basis, linked to shared social norms that are reflected in the dominant narratives of the reference group. In order to influence individual attitudes, it is therefore necessary to influence the whole community. Furthermore, the use of new technologies and gamification seem to maximise the potential for change in interventions implemented on them. Based on the results of a preliminary systematic review of the literature on existing interventions to prevent bullying and cyberbullying using technology, the project involves the design, implementation and validation of a gaming application (Narrative Heroes) aimed at preventing and counteracting bullying and cyberbullying among adolescents by harnessing the power of generating counter-narratives in an online discussion. The aim is to stimulate an active change in the participants and a change in the narratives of the norms shared by the context, which will then be reflected in a change in attitudes and beliefs towards bullying and cyberbullying, both at an individual and group level.

Accessibility options of PDF file not available

Creative Commons Licence cc by cc https://creativecommons.org/licenses/by/4.0/

ita

Freely available e-book