Virtual Harassment, Real Understanding: Using a Serious Game and
Bayesian Networks to Study Cyberbullying
- URL: http://arxiv.org/abs/2309.08428v1
- Date: Fri, 15 Sep 2023 14:30:28 GMT
- Title: Virtual Harassment, Real Understanding: Using a Serious Game and
Bayesian Networks to Study Cyberbullying
- Authors: Jaime P\'erez, Mario Castro, Edmond Awad, Gregorio L\'opez
- Abstract summary: This study explores an innovative approach, employing a serious game as a non-intrusive tool for data collection and education.
Preliminary pilot studies with the serious game show promising results, surpassing the informative capacity of traditional demographic and psychological questionnaires.
- Score: 0.9246281666115259
- License: http://creativecommons.org/licenses/by/4.0/
- Abstract: Cyberbullying among minors is a pressing concern in our digital society,
necessitating effective prevention and intervention strategies. Traditional
data collection methods often intrude on privacy and yield limited insights.
This study explores an innovative approach, employing a serious game - designed
with purposes beyond entertainment - as a non-intrusive tool for data
collection and education. In contrast to traditional correlation-based
analyses, we propose a causality-based approach using Bayesian Networks to
unravel complex relationships in the collected data and quantify result
uncertainties. This robust analytical tool yields interpretable outcomes,
enhances transparency in assumptions, and fosters open scientific discourse.
Preliminary pilot studies with the serious game show promising results,
surpassing the informative capacity of traditional demographic and
psychological questionnaires, suggesting its potential as an alternative
methodology. Additionally, we demonstrate how our approach facilitates the
examination of risk profiles and the identification of intervention strategies
to mitigate this cybercrime. We also address research limitations and potential
enhancements, considering the noise and variability of data in social studies
and video games. This research advances our understanding of cyberbullying and
showcase the potential of serious games and causality-based approaches in
studying complex social issues.
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