Archive | 2021

The use of serious digital games in the peer violence prevention

 

Abstract


The topic of aggressive behavior of school children and teenagers in relation to computer games is quite popular. There is a large number of studies which show a clear relationship between the frequency of playing computer games and the preference for violent games and various aggressive behaviors. Slightly less space is devoted to the positive effect of games, its educational and preventive potential, and especially to the use of computer games in the prevention of violence. Meanwhile, for some time now, new technologies, in particular serious games, have started to be included in preventive programs. The aim of the article is to draw attention to the possible use of serious digital games in the prevention of peer violence. The subject will be the analysis of their potential, with emphasis on solutions that can be used in the prevention of peer violence, both “traditional” and electronic, and the effects that can be achieved thanks to such games. Serious games can be used to raise awareness, induce empathy, and teach strategies for coping with the experience of victimization as well as witnessing violence. This issue is of particular importance from the point of view of the contemporary education of children and youth.\n\n

Volume 598
Pages 68-80
DOI 10.5604/01.3001.0014.8179
Language English
Journal None

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