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Playing to do research: Can we use a video game to research about cyberbullying?

A. Baños Ramos, M. Reneses, M. Castro, E. Awad, G. López

11th International Conference on Computational Social Science - IC2S2 2025, Norrköping (Sweden). 21-24 July 2025


Spanish layman's summary:

Este estudio explora el uso de un juego serio como herramienta alternativa de investigación sobre ciberacoso. Los resultados se alinean con otros estudios previos en prevalencia y muestran mejor relación entre el uso de Internet y la agresión. Se sugiere más investigación para poder validarlos.


English layman's summary:

This study explores the use of a serious game as an alternative research tool to study cyberbullying. The results align with previous studies in terms of prevalence and show a stronger link between Internet use and aggression. Further research is suggested to validate the use of serious games.


Keywords: Cyberbullying, prevalence studies, risk factors, serious games, validated questionnaires


Publication date: 21-Jul-2025.


Citation:
A. Baños Ramos, M. Reneses, M. Castro, E. Awad, G. López, "Playing to do research: Can we use a video game to research about cyberbullying?", presented at 11th International Conference on Computational Social Science - IC2S2 2025, Norrköping, Sweden, 21-24 July 2025

    Research topics:
  • Safe, Trustworthy, Fair and Interpretable AI
    Research groups:
  • Instituto de Investigación Tecnológica (IIT)
    ODS:
  • Goal 3: Health and well-being
  • Goal 4: Quality education
  • Goal 10: Reducing inequalities
  • Goal 16: Peace, justice and strong institutions

IIT-25-109C_poster

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