Leveraging Virtual Reality for Bullying Sensitization

International Journal of Virtual and Augmented Reality(2021)

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Abstract
Virtual reality games are known for creating the feelings of presence, ethical reasoning and reflection in its users. In what ways can we use the design and gameplay of a Virtual reality game to make moral demands of players and encouraging them to reflect on their negative behavior? In this article, we propose an ethically notable game as one that provides sensitization opportunities, through both design and gameplay, for encouraging ethical reasoning and reflection in children. To measure success, we present the results of two participatory design workshops with children and a user study carried out at Japanese elementary schools. The results underline the effectiveness of game-based learning to raise awareness of children on bullying victimization and eventually producing bystander intervention behavior.
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Key words
Bullying Sensitization,Participatory Design,Social and Emotional Learning,User Study,Virtual Reality Games
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