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Leveraging Virtual Reality for Bullying Sensitization

Leveraging Virtual Reality for Bullying Sensitization

Samiullah Paracha, Lynne Hall, Naqeeb Hussain Shah
Copyright: © 2021 |Volume: 5 |Issue: 1 |Pages: 16
ISSN: 2473-537X|EISSN: 2473-5388|EISBN13: 9781799863083|DOI: 10.4018/IJVAR.290045
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MLA

Paracha, Samiullah, et al. "Leveraging Virtual Reality for Bullying Sensitization." IJVAR vol.5, no.1 2021: pp.43-58. http://doi.org/10.4018/IJVAR.290045

APA

Paracha, S., Hall, L., & Shah, N. H. (2021). Leveraging Virtual Reality for Bullying Sensitization. International Journal of Virtual and Augmented Reality (IJVAR), 5(1), 43-58. http://doi.org/10.4018/IJVAR.290045

Chicago

Paracha, Samiullah, Lynne Hall, and Naqeeb Hussain Shah. "Leveraging Virtual Reality for Bullying Sensitization," International Journal of Virtual and Augmented Reality (IJVAR) 5, no.1: 43-58. http://doi.org/10.4018/IJVAR.290045

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Abstract

Virtual reality games are known for creating the feelings of presence, ethical reasoning, and reflection in their 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, the authors 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, they 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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