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ABSTRACT 1. INTRODUCTION
This paper presents a Serious Game with the main purpose of
Bullying is a phenomenon that increasingly concerns civil society
inducing attitude changes as a way to prevent bullying. The target
and school communities, having significant prominence in the
audience are young people between 10 and 12 years old. The
media. Bullying between peers is a type of aggressive behavior
rationale for prevention is: first, to help victims of these aggressive
that involves intentionality from the aggressor, repetition over time
episodes to improve behavioral competence to avoid or to deal with
and abuse of power [20].
future real bullying situations; and, second, to promote in the
bystanders empathy towards the victims. All over the world, and despite the differences between countries,
the prevalence of bullying is high and shows a tendency to grow,
The user studies we have performed lead us to the conclusion that especially among girls and boys aged from 10 to 12 years old [5,
the current solution has potential in bullying prevention while being 18, 27]. Victims (the targets of bullying) and bullies (the agents of
a therapy auxiliary tool. The Serious Game was appreciated by bullying) are the minority, while the bystanders (the witnesses of
young people who, after playing the game in a continuous time these situations) are the majority but, in most cases, a non-
span, reportedly acquired bullying prevention strategies. intervening audience.
The BackOffice application, a distinctive feature of our solution It must be emphasized that this type of behavior has severe short-
when compared to other similar solutions, was also evaluated, and term consequences for those involved (in the worst scenario the
was positively assessed by the psychologists who tried it. suicide), and long-term consequences, in health, financial and
social outcomes [6].
Categories and Subject Descriptors Additionally, the existing interventions have not proved to be
J.4 [Computer Applications]: Social and Behavioral Sciences – effective [7], and traditional therapy usually involves a time gap
economics, psychology, sociology. between sessions and resort to clinical models that are not adapted
to the specificities of bullying participants.
General Terms All these factors highlight the need to find appropriate solutions to
Design, Experimentation, Human Factors. prevent bullying. To effectively put an end to bullying, specific
skills should be taught to victims while bystanders should be
Keywords encouraged to intervene toward helping the victim [6, 12, 19].
Bullying, serious game, bystanders, victims, platform game, Unity The use of Interactive Technologies (IT) has produced fruitful
3D. results in cognitive and self-efficiency development and in the
Permission to make digital or hard copies of all or part of this work for
promotion of specific behaviors [8, 13], with promising results in
personal or classroom use is granted without fee provided that copies are the training of problem-solving skills [7]. More specifically,
not made or distributed for profit or commercial advantage and that Serious Games (SG), which are interactive applications that use
copies bear this notice and the full citation on the first page. Copyrights videogames’ technology with purposes beyond mere entertainment
for components of this work owned by others than the author(s) must be [26], in addition to being widely used, have several advantages that
honored. Abstracting with credit is permitted. To copy otherwise, or make them an exceptional tool for teaching and influence people’s
republish, to post on servers or to redistribute to lists, requires prior behavior [17, 21]. In particular, Persuasive Technologies (PT), that
specific permission and/or a fee. Request permissions from
are more focused on behavior changes, when used properly and
Permissions@acm.org.
MoMM 2015, December 11 - 13, 2015, Brussels, Belgium
ethically, allow the user to reach more rapidly the desired type of
Copyright is held by the owner/author(s). Publication rights licensed to behavior [11].
ACM.
ACM 978-1-4503-3493-8/15/12…$15.00
DOI: http://dx.doi.org/10.1145/2837126.2837135
This paper describes a work tool that we develop for psychologists, suggestion (intervene at the right time, when there is motivation
named “StopBully”, to support young people (in the age group of and ease in acting); v) surveillance (user behavior is monitored and
10 to 12 years old) with different levels of involvement in bullying. observed by others); vi) tailoring (use relevant personal
The tool has, as main component, a SG to prevent bullying and information as part of the intervention); and vii) tunneling
promote empathy, using the PTs, encouraging the potential users to (sequence tasks to achieve, more easily, the great ultimate goal,
change their behavior when they are forced to deal with this type of reducing cognitive load).
situations. The tool also includes a BackOffice Application (BOA) We were concerned with bridging gaps and using the best
which supports the therapy or research work of psychologists. approaches found in these works in the design and development of
The team designing this solution is multidisciplinary and includes our solution.
psychologists with experience and knowledge in bullying, and
specialists in computer graphics. 3. THE SOLUTION
To address the problem of bullying and the lack of effectiveness of
We conducted user tests to validate the characters to include in the
the existing solutions, we have developed a solution, named
game, to evaluate a preliminary prototype, adjusting it to the target
“StopBully”, composed of a SG, with cartoon stylish characters
audience’s needs, to evaluate usability, playability and
and environment, based on platform games, and a BOA, to support
effectiveness of the final prototype, and to evaluate the BOA.
the psychologist in the management and monitoring of the players
This paper has the following structure: section 2 describes the most that he/she follows [22]. The characters of the SG were designed
relevant work on SGs applied to bullying and some considerations by Arts students, based on requirements outlined by the team
about PTs; section 3 presents the developed solution; section 4 psychologists and that took into account the roles that would be
presents the evaluations results and the respective discussion; and required in the game.
section 5 draws conclusions and lines for future work. The SG has, as target audience, children from 10 to 12 years old,
specifically victims and bystanders, roles that have been mapped in
2. RELATED WORK profiles. For ethical reasons we did not enable a bully profile (there
Previous studies reveal that SGs players, in general, prefer single would be a risk of victims and bystanders playing the game as
player mode, 2D environments and cartoon stylish characters [28]. bullies and we do not know the consequences this could bring) and
Children prefer to play on laptops, videogames consoles and tablets for requiring, in the opinion of the whole team, different strategies
[4]. Platform games are among the most popular; these are 2D from that used on the other roles.
games, allowing players to move left or right to overcome obstacles Our intention with this game is to help bystanders and victims to
and collect items, tasks that make them earn points and higher change their behavior towards this type of school violence, by
game levels. simulating their environments and stories.
There are currently some SG solutions targeting bullying: “School The SG was conceived for tablets and PCs, using the Unity 3D1
Bullying” [24] provides a limited set of situations and stories, runs and some free sounds libraries. Although mobile devices are the
only on PCs (not tablets) and has a weak performance possibly due preferred platforms of our target audience, not all children have
to the 3D graphics with too much detail. In another SG [23], the them at their disposal; for this reason, the computer remains an
player can’t explicitly choose the victim or bystander role, a option, and even adds the advantage of a larger screen.
discouraging motivation for players. “FearNot!” [14], a widely
tested European project, has too a profile restriction, forcing the The developed SG can be used in therapy sessions, i.e., in the
player to always be a bystander. presence of the therapist, but also outside this environment. Each
game session generates an information record that offers to the
Moreover, “KiVa” [16] is an antibullying program for schools that therapist counselling an individual, the possibility to follow his/her
was created in Finland. It has two components: universal actions, progress up close and timely. Thus, a patient can be effectively
for all students, and indicated actions, used when a bullying case monitored, even outside the in-person therapy sessions. This
has emerged. The universal component includes online games, not information is provided through a BOA (Figure 1). On the other
open to the general public. One of them was developed in cartoon hand, researchers may use this solution in studies in the area of
stylish 2D, with different situations, where the player has to make bullying, using the BOA to assist in data analysis of a particular
the right decision. The data generated by these videogames are not sample. Currently, this BOA is stored on a server to which only the
saved. Still, the data collection is achieved through questionnaires Psychology team has access. We also implemented some
administered at the end of each school year. The program has mechanisms in the BOA and in the SG to ensure data security.
already been implemented in countries such as Finland, New
Zealand, Estonia and the United Kingdom, with positive results, 3.1 The Serious Game
such as a reduction in bullying events. After logging in with credentials, previously provided by the
psychologist who accompanies the young player, he/she can see
In order to change the victims’ and bystanders’ behavior, we have
his/her score and the level he/she is in each profile, or can start the
to look for the best PTs design approaches. King et. al [15] advise
game.
the use of portable or environment integrated solutions with
simulated experiences or surveillance-based solutions. Fogg [11] At the beginning of the game, the player chooses one of two
also suggests the following design principles: i) reinforcement profiles and one of the characters within the chosen profile. With
(reinforce positively when the desired behavior occurs and the character chosen, he/she indicates the level he/she wants to
negatively when it doesn’t occur); ii) reduction (simplify more
complicated tasks, removing unnecessary steps); iii) self-
monitoring (allow the user to monitor his/her behavior); iv) 1 http://unity3d.com/
start, within the available ones. These levels represent locals from a qualitative study conducted with some youth from the target
school (see Figure 2) and, if the player successfully finish all levels, audience of the game [3]. Some levels may also have different
he/she can freely choose one of the other places where the other degrees of difficulty, depending on the score obtained previously by
levels are held. the player: easy, medium and hard. These degrees of difficulty can
be mapped in more intimidating scenarios or in the degree of
difficulty of winning points, and ensure variability and a more
challenging game.
4. SOLUTION EVALUATION
In an early stage of prototype assessment, we carried out a
preliminary evaluation, which consisted in: i) a validation of the
characters; ii) a preliminary evaluation of the prototype, with the
target audience, to ensure that any emerging problems in this
assessment would be solved in the prototype to be assessed in
schools; iii) an evaluation of the SG prototype, with the target
audience at a school; and iv) an evaluation of the BOA, with
psychologists.
Procedures
For a month, 2 weekly sessions (8 sessions in total) of 45 minutes
each took place in the school facilities, monitored by a member of
the psychology team. All the participants in these sessions had an
informed consent signed by their respective guardians. Among the
Figure 8. Final characters, with bystanders (y, o, x and s), 25 individuals monitored in this school, 22 were enrolled in these
victims (v, t, u and k), bullies (z, m, p and w) and adults (i and sessions, and 4 only played the SG.
j). In the 1st session, a questionnaire was given out to participants, in
There were no critical problems, as most characters receiving order to determine their type of bullying involvement and to
highly convergent role attributions (i.e. matching our expectation). measure empathy. In the 2nd session participants began to play the
There were no significant differences between age groups (less than desktop version of the SG, which communicated with our server,
12, inclusive, and more than 12) in most role attribution (d.f.=1; p and, 15 minutes before finishing the session, participants filled an
<.05; Character z, X2= .059; Character y, X2= .364; Character v, online questionnaire about the game. In the remaining sessions,
X2= 1.11; Character m, X2= 2.78; Character i, X2= 5.76; Character they continued to play the SG. In the last three sessions, and after
o, X2= .0004; Character t, X2= 1.61; Character p, X2= .531; 15 minutes of playing the SG, we discussed with the students the
Character x, X2= .061; Character j, X2= .0882; Character s, X2= bullying situations, favorite profiles and levels in the SG, and
.0079; Character u, X2= 5.75; Character w, X2= .001; Character k, strategies at the level of bystanders and the school. In the last
X2= .631, ). Although respondents reported the lack of a social session, empathy was measured again, to determine if and how
context, as the characters were displayed individually, this is of much it might have changed as a result of playing the SG; the
course a problem that is overcome when they are integrated into the results of these empathy measurements are not available yet and
SG. are reported elsewhere (Carvalhosa et al. in preparation). We report
and discuss here the results of the SG questionnaire.
4.2 Serious game preliminary evaluation The individuals who did not participate in these sessions (4 of the
After the validation of the characters, we made a preliminary
total number of participants), played all SG levels and
evaluation of the prototype, with only two levels available, to fit the
subsequently completed the online questionnaire.
target audience’s needs. We evaluated the usability and playability
with 7 individuals of the target audience, who used an online 4.3.2 Results and Discussion
version of the prototype and who answered to an online Almost all participants played videogames (93%), where the Grand
questionnaire. The feedback we obtained was very positive. The Theft Auto, friv, transformice, imvu, girls videogames, cars
small problems, such as the map icons and how the characters videogames and football videogames were the most popular.
appeared in the level, were immediately corrected.
Based on a previous questionnaire instrument [25], team
4.3 Serious game evaluation psychologists were able to identify the role of 22 of the 25
To validate the integrated levels, the corrections relative to the participants in real bullying situations from school: 1 was a bully
preliminary prototype and the impact of the final prototype of this (4%), 5 were victims (23%) and the others were bystanders (73%).
project on the prevention of bullying, we evaluated the SG with the For most of the menus of the game, with improvements from the
target audience. previous version of the prototype, there were no doubts. The
screens with the three pictorial subscales of SAM raised more
4.3.1 Methods doubts. Some of the individuals were careful when choosing the
Participants values of SAM, but others indicated them randomly.
Twenty-seven students (9-14 years old; M=11.37; SD=1.11) from To assess each level of the SG, we integrated questions about the
4th to 6th grades, participated in the SG assessment [Girls=10 perception of the scenario, the perception of sound and immersion,
(37%); Boys=17 (63%)]. Most participants were from the same the perception of the story and the grade to give to the level.
school and were monitored for 4.5 weeks.
In the perception of the scenario (Figure 9), all levels had positive
Instruments and similar results, with the backdrop of the football field getting
An online questionnaire was made available in order to validate the the best result (by having the grass and the ball and therefore being
integrated levels and the respective stories, the decisions taken and a more obvious scenario than the others).
the changes on the preliminary prototype, at interface level and With regard to perception of sound and immersion, there were
interaction with user level. The questionnaire link was given to the some differences between the levels, more significant in the levels
school participants and 60 questions were answered (e.g., at school entry (see Figure 10). This significant difference may be
perception of scenarios at each level of the Serious Game), 45 with related to the fact that the school entrance is not usually a playful
place (perhaps more convivial, before entering in the classrooms). other characters (Median = 5), there was general satisfaction.
The levels in the football field were the ones who had better results However, the participants missed more characters, to select and in
because the football field usually have children playing. the course of the level. As for the narration, some judges did not
Furthermore, the levels that take place in the school hallway have like the associated sound. In general, participants succeeded in
results below the levels that occur on the football field, perhaps identifying the three types of score, but it was not clear to everyone
because the nature of the environment sound and the volume (low that courage was included. A large number of participants enjoyed
volume and very quiet sound, with steps and distant voices). the game (Median = 5) and provided suggestions for its
As for the perception of the story, we obtained positive and similar instructions (e.g., with an animation) and more difficult levels.
results in all levels (Figure 11). The simplest levels were those who Regarding the grade given to the game, a Wilcoxon-Mann Witney
performed better (school entrance in both profiles and school test revealed no differences between boys and girls (U=62,5;
hallway in the victim profile). In the grade given to each level, the N=22; p<.05 two tailed) , nor between participants who usually
results, concerning the perception of the story, are reversed (see play violent and complex games and those who not play this kind
Figure 12), with the simplest levels being the least favorite for the of games (U=76; N=22; p<.05 two tailed). A Kruskal-Wallis test
participants and the most complex and challenging being the showed that there was not either an effect of roles in bullying over
favorites. this grade (X2= 0,228; N=21; p < 0.05). We also noted, through the
Regarding the preferences of the victim's profile levels, there were discussion sessions, an assimilation of the strategies passed by the
no effects of the different roles in bullying, as shown by a Kruskal- game. In addition, most individuals involved in these discussions,
Wallis test (X2= 0,375; N=21; p < .05). With regard to characters said that they preferred the bystander profile because it was the
(Median = 5), speech bubbles (Median = 5) and interaction with most useful for them (most of them were bystanders).
Figure 9. Level of agreement of participants with the perception of scenarios at each level of the Serious Game.
Figure 10. Level of agreement of participants with the perception of sound and immersion at each level of the Serious Game.
Figure 11. Level of agreement of participants with the perception of the story at each level of the Serious Game.
Figure 12. Grade given to each level of the Serious Game by the participants.