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Aggression and Violent Behavior 23 (2015) 52–60

Contents lists available at ScienceDirect

Aggression and Violent Behavior

Anti-bullying programs and Information and Communication


Technologies (ICTs): A systematic review
Annalaura Nocentini ⁎, Valentina Zambuto, Ersilia Menesini
Department of Educational Science and Psychology-University of Florence, Padiglione 26, Via San Salvi, 12, 50135 Firenze, Italy

a r t i c l e i n f o a b s t r a c t

Article history: Information and Communication Technologies (ICTs) constitute suitable tools for interventions with children
Received 30 March 2015 and adolescents promoting their emotional, psychological and social wellbeing. Recently, in the field of bullying
Accepted 13 May 2015 and cyberbullying prevention, some programs started to be implemented using the benefits offered by the virtual
Available online 22 May 2015
environments. The current paper aims to carry out a systematic review on anti-bullying ICT-mediated interven-
tion, analyzing the characteristics of the main programs and the evidence of their effectiveness. The review con-
Keywords:
Bullying
ducted on three databases (PsycINFO, Scopus and PubMed) yielded 32 full text papers finally evaluated. Overall,
Cyberbullying considering the enormous development of digital tools and the importance of this experience for young students,
Information and Communication Technologies the review underlines that ICT tools are generally under-used in prevention and intervention against bullying and
(ICT) cyberbullying (13 programs emerged from the search). In recent years some advances in this direction can be
Prevention found with the use of different ICTs (serious game, virtual reality, online platforms, internet activities, technolog-
Intervention ical solution). The need for scientific studies on the effectiveness of these virtual interventions is evident from this
Review review and necessary in order to assist practitioners, policy makers, and administrators in deciding which inter-
ventions can work or not and why.
© 2015 Elsevier Ltd. All rights reserved.

1. Introduction connectedness between individuals, groups, and organizations promot-


ing the social/interpersonal wellbeing (i.e. networked flow, individual
1.1. ICT interventions in schools and group flourishing through serious game) (Riva et al., 2012).
Through which types of ICTs can these three characteristics be
The great development that Information and Communication Tech- modified?
nologies (ICTs) have had in the last years contributed to a cultural change Virtual reality, serious game and emerging mobile devices are capa-
involving economic and industrial activities as well as social and relational ble of exploiting the potential of positive emotions (Argenton, Schek, &
domains. Although the use of ICTs may present several risks (such as Mantovani, 2014). Internet, virtual reality, social networks, video-
cyberbullying, grooming, online child pornography), it also provides games, and serious games are all types of ICT capable of supporting
several benefits apt to promote people's and children's wellbeing. the emergence of a flow state and of engaging people more actively
Following the recent approach of Positive Technology (Riva, Banos, in what they currently do, thus promoting eudaimonic well-being
Botella, Wiederhold, & Gaggioli, 2012), it is possible to use ICT to manip- (Argenton et al., 2014). Finally, more advanced ICT systems such as
ulate the quality of experience, with the goal of increasing emotional, psy- Groupware (technology based systems that assist groups of participants
chological and social wellbeing. Technology manipulates our experience engaged in a common task, supporting communication, coordination,
through its structuring (using goals, rules, and a feedback system), aug- and collaboration), social software platforms (such as Enterprise 2.0
mentation (multimodal and multisensory experiences) and replacement used within companies to facilitate the achievement of business
(simulating the physical presence in a synthetic world). Using these objectives through the work on collaboration, communication and
strategies it is possible to modify three features of our personal connectedness), and crowdsourcing (an online distributed problem-
experience: the affective quality promoting the hedonic wellbeing (i.e. solving and production model) are capable of empowering social pres-
fostering positive emotional states, exposure therapy), the engagement ence promoting social wellbeing. Besides, other ICT technologies such
and self-actualizing experiences promoting the eudaimonic wellbeing as serious game can enhance the optimal functioning of the group and
(i.e. transformation of flow, a person's ability to exploit an optimal expe- social integration; online social networking applications such as
rience to identify and use new resources as stimuli of involvement), and Facebook offer an efficient platform for socialization.
In the field of education, the introduction of computer based inter-
⁎ Corresponding author. Tel.: 39 55 2755019; fax: 39 55 6236047. ventions in US public schools did start in the late 1970s and early
E-mail address: annalaura.nocentini@virgilio.it (A. Nocentini). 1980s (Gustafson, Bosworth, Chewning, & Hawkins, 1987). In more

http://dx.doi.org/10.1016/j.avb.2015.05.012
1359-1789/© 2015 Elsevier Ltd. All rights reserved.
A. Nocentini et al. / Aggression and Violent Behavior 23 (2015) 52–60 53

recent years, virtual reality interventions have been used not only for research to have a more rigorous design and higher methodological
the evaluation of attention deficit disorders, treatment of school phobia standards along with theoretically grounded intervention models.
and anxiety testing, but also for teaching prevention strategies for Scholars are encouraged to evaluate the programs rigorously. Specifical-
health-related behaviors such as sexuality or obesity and for interper- ly, it is important to follow the recommended standards in order to
sonal or behavior problems that usually appear in these contexts, such have evidence-based programs (Eisner & Malti, 2012; Flay et al.,
as bullying in schools (Carmona, Espínola, Cangas, & Iribarne, 2011). Se- 2005). In fact, according to the standards of evidence proposed by the
rious game as well constitutes a common ICT-mediated intervention in Society of Prevention Science an efficacious intervention (1) should
the field of education: serious games are used to learn traditional sub- have been tested in at least two rigorous trials that (2) involved defined
jects (e.g., math, science, geography, reading) but also for more sensi- samples from defined populations; (3) used psychometrically sound
tive, non-curricula subjects, including healthy eating, illegal substance measures and data collection procedures; (4) analyzed data with
abuse, healthy relationships, sex education and aggression (Bowen rigorous statistical approaches; (5) showed consistent positive effects
et al., 2014; Rubin-Vaughan, Pepler, Brown, & Craig, 2011). The charac- (without serious iatrogenic effects); and (6) reported at least one
teristics of serious game (multimodality, interactivity, complex narra- significant long-term follow-up. Only few studies complied with these
tive structure, social multiplayer use, playful action) make them standards of evidence defined in the prevention science literature
particularly suitable to facilitate social and behavioral change affecting (Eisner & Malti, 2012; Ttofi & Farrington, 2011) and in bullying
the motivational system, the comprehension and knowledge acquisi- literature. This paucity is even more evident in relation to the recent
tion, and attitudes (Klimmt, 2009). expression of bullying in the new virtual context: the so called
Overall, the use of ICTs — mediated interventions as a learning “cyberbullying” (Menesini, 2012).
method has several advantages in respect to traditional methods: Traditional approaches to bullying proposed different types of face-to-
face interventions (i.e. curriculum, school policies, teachers' interventions,
1) they allow users to simulate real world experiences and practice
peer mediation, peer education, specific interventions targeted at the
new skills;
most aggressive students). Recently, also in this field of bullying and
2) they are suited to request, organize, process, and quickly update
cyberbullying prevention some programs started to be implemented
information from data bases, literature, and experts as well as from
using the benefits offered by the virtual environments (i.e. virtual and
the user;
serious games, virtual scenarios, web forum, social networks…). Skill-
3) they can be programmed to make this information selectively
building computer games have been developed to achieve more general
available to the user at a time, speed, and format of presentation
violence prevention goals for elementary and secondary school stu-
controlled by the user;
dents. However, bullying requires specific educational lessons because
4) they are attractive to children and adolescents;
it represents a specific social problem involving group dynamics and
5) they permit multimodal learning or facilitation of skills transference
group roles and a relationship between the bully and the victim based
processes learned from one context to another;
on power imbalance (Menesini, 2003; Olweus, 1993). More common
6) they permit to tailor the intervention on the personal characteristics
are the ICTs-mediated interventions on cyberbulllying given its digital
of the users. The computer tailoring combines strategies and infor-
nature.
mation capable of reaching a specific person by providing personal-
Computer-delivered interventions might have a relevant impact and
ized feedback based on the unique characteristics of a person;
several benefits on the prevention of bullying. For example, literature
7) they offer protected environments which allow children to explore
showed that the characteristic of the computer tailoring enhances be-
“emotionally hot” situations ensuring privacy and protective
havioral change. Tailoring can increase the efficacy of an intervention
distancing. They offer the possibility to address sensitive subjects
as well as the user satisfaction and completion of the program by
confidentially and anonymously;
allowing for a more engaging personalized experience (Ryan & Lauver,
8) they allow a cognitive and emotional learning process mediated by
2002). An anti-bullying prevention program tailored on personal char-
experiential activities which is more free from social pressure as
acteristics (i.e. level of anti-bullying attitudes, level of moral disengage-
compared to face-to-face experiences;
ment, level of empathy…) might result as more effective as compared
9) they use more flexible instruments as compared to traditional inter-
to programs which are equal for all the students. Other characteristics
vention. These flexible interaction patterns between the user and
of ICT interventions could potentially have an impact on bullying
the software allow students to practice skills or review information
prevention: the protected environments which allow children to
as often as they wish. After practicing, users can return periodically
explore “emotionally hot” situations, or a cognitive learning situation
for a refresher or to learn new skills.
free from social pressure. Given the relevance the social group has for
All these characteristics make the ICTs suitable tools and contexts to bullying dynamics, a first step should attempt to give awareness and
be used for the interventions with children and adolescents. The current to manage the emotions and beliefs related to bullying without the
review aims to analyze the use of ICT for interventions on bullying and group pressure either for victims and bystanders.
victimization. Given the relevance of this new and challenging area of intervention,
the present study will present results of a first systematic review of
1.2. Bullying interventions ICTs-mediated interventions on bullying and cyberbullying.

Current literature on bullying intervention tries to focus on effective


programs capable to reduce the prevalence of the phenomenon and its 2. The present study
consequences. In the latest meta-analysis on the efficacy of interventions
to tackle bullying, Ttofi and Farrington (2011) found that the programs Starting from the above considerations, the present study aims to
implemented and evaluated are often capable of counteracting the phe- explore the presence in literature of ICT-mediated interventions to pre-
nomenon reducing bullying of about 20–23% and victimization of vent and to tackle bullying. Besides, the study aims to evaluate whether
17–20%. Another recent systematic review (Evans, Fraser, & Cotter, and to what extent these virtual interventions are effective according to
2014) reported that up to 45% of the studies showed no program effects the standards of evidence (Flay et al., 2005). We decided to limit our
on bullying perpetration and about 30% showed no program effects on analysis on a systematic review instead of a meta-analysis because a
victimization. preliminary research on the main databases revealed a very limited
The Authors emphasized the need to acquire a deeper knowledge number of studies conducted on that issue and in some cases without
of the most effective components of the programs, and for future statistic data.
54 A. Nocentini et al. / Aggression and Violent Behavior 23 (2015) 52–60

Overall, the present study aims to: 1) conduct a systematic review abstract: in particular the majority of them were deleted as it was
on anti-bullying ICT-mediated intervention; 2) analyze the characteris- basic research (no intervention was presented), a part presented gener-
tics of the main programs; and 3) show evidence of their effectiveness. al interventions without a virtual component, and a small part was de-
leted as it was not in English and did not focus on bullying. 41 full text
3. Methods papers were evaluated and 9 papers were excluded. Two of them
were still basic research (in the previous step they were evaluated as in-
3.1. Search strategy and study selection tervention because they suggested an intervention). Three of them
were related to face-to-face interventions without any virtual compo-
3.1.1. Inclusion and exclusion criteria nent (PEACEPACK; CONRED): the authors of these interventions sent
Two inclusion criteria were defined: 1) selection of studies about us this information. Finally, four other papers were deleted because
prevention and intervention against bullying and cyberbullying in a vir- they presented or suggested a general approach to the intervention.
tual environment; 2) scientific availability of studies (i.e. scientific Liang (2010), for instance, suggests developing anti-cyber-bullying
journals and conference papers). computer programs, which may detect bullying messages and send
The following studies were excluded: studies of basic research with warning messages to the bullies and comforting messages to the
no intervention or prevention programs, the conference proceedings victims.
without conference papers available in databases, studies from Grey lit- Overall, 32 final papers were included in the present review. As we
erature, and all the interventions without any specific online/virtual/ can see from Table 1 and Table 2, these 32 papers are related to 13 inter-
digital tools. vention models. In the next section we will briefly describe the charac-
Authors were contacted for more information about the program teristics of each program and summarize them on Table 2.
when some characteristics were not fully clear and more details were
needed. 4.1. FearNot!

3.1.1.1. Search strategy. Three criteria guided our search strategy: FearNot! (Fun with Empathic Agents to achieve Novel Outcomes in
Teaching) (Paiva et al., 2004), is an immersive learning intervention
1. Databases: PsycINFO, Scopus and PubMed databases were searched
aimed to help victims to escape victimization, and to reduce overall
for publications since 1996.
bullying and victimization. The program was designed to enhance the
2. Keywords: we defined three thematic domains, which are
problem solving skills of current or potential victims of bullying by en-
Environment–Phenomenon–Intervention, and within each domain
couraging students to generate and evaluate a wide range of responses
we defined the following keywords:
to bullying in a safe environment that ensured privacy. The interactive
• Environment: serious game, computer game, digital game,
Virtual Learning Environment includes a virtual school populated
technology(ies), helper programs, virtual, online games, online, virtual
by 3D animated pupils who assumed the different bullying roles (i.e.
learning environment, application, simulation, synthetic character;
bully, victim, bystander). The pupils have artificial intelligence: they
• Phenomenon: bullying, cyberbullying, anti-bullying;
can learn by their experience and develop successful coping strategies
• Intervention: intervention, education, prevention, learning, social skill
in the course of the episodes (Aylett et al., 2006). After a bullying epi-
learning, game based learning, human computer interactions, intelligent
sode, there is an interactive episode where the user can interact with
tutoring, experimental, engagement, knowledge, against.
the virtual victim via an instant messenger interface suggesting coping
The keywords for each domain were combined using AND strategies. The empathic engagement between the user and the victim
(example: (es. serious game and bullying and intervention, serious assumes a central role to create responsibility and interest in the user.
game and bullying and education). The characters choose whether to follow the user's advice or not: this
decision is based on their previous experience, current mental states
3. Search fields involved were: abstract for PsycINFO, title/abstract/key
words for Scopus, and title/abstract for PubMed.

Initial search results


Total: 840
3.1.1.2. Coding system. • Name
• Outcome behavior: bullying vs bullying and other forms of aggression
and violence 461 duplicates deleted
• Target population: preschool (2–5 years), school age (6–11 years),
adolescence–young adulthood (from 12 years)
• Type of ICT tool used in the program: e.g. serious game, virtual envi- Screened by abstract
ronment, online platform, online activities such as forum, and online Total: 379
counseling 338 Abstracts excluded:
• Multifaceted interventions (face-to-face + ICT-mediated component) - 78% basic research (no intervention)
vs single ICT-component intervention - 20% no virtual or ICT component
- 2% not bullying
• Effectiveness: we defined that a program presented some evidence of
- 2% not in English
effectiveness when it showed significant improvements in at least one
study through an experimental design with a randomized control trial Full text papers evaluated
(pre-test and post-test and two groups, experimental and control) or Total: 41
a quasi-experimental design (pre-test and post-test and two groups, 9 papers excluded:
but no randomized control trial). - 2 basic research (no intervention)
- 3 no virtual or ICT component
- 4 general approach to the intervention
4. Results Studies finally retained
Total: 32
The database search yielded 840 hits, from which 461 duplicates
were deleted (see Fig. 1). Next, 338 were deleted after reading the Fig. 1. Flow chart of the study selection process.
A. Nocentini et al. / Aggression and Violent Behavior 23 (2015) 52–60 55

Table 1 4.2. SMART Talk


Full text papers evaluated.

References Program/intervention Excluded SMART Talk (Students Managing Anger and Resolution Together) is
1. Enz et al. (2007) FearNot
a computer-based multimedia program designed to teach adolescents
2. Hall et al. (2004) FearNot how to solve interpersonal problems without violence (Bosworth,
3. Hall, Jones, Paiva, and FearNot Espelage, DuBay, Dahlberg, & Daytner, 1996). SMART Talk has 3 major
Aylett (2009) components: Anger Management, Perspective Taking, and Dispute Res-
4. Hall and Woods (2009) FearNot
olution. The first component uses animation, interactive assessment in-
5. Hall et al. (2009) FearNot
6. Aylett et al. (2006) FearNot terviews, and games to teach students to recognize the cycle of anger,
7. Hall, Woods, & Aylett (2006) FearNot the triggers of anger and the strategies for handling anger and conflict.
8. Paiva et al., (2004) FearNot In the second component, students have to view anger situations from
9. Aylett et al. (2006) FearNot the perspectives of all participants in the situation, through a game
10. Aylett, Louchart, Dias, Paiva, FearNot
& Vala (2005)
format. A modeling technique is used presenting interviews with high
11. Sapouna et al. (2010) FearNot school peer mediators and celebrities that manage conflict. The final
12. Vala, Dias, and Paiva (2006) FearNot component is an interactive mediation process that guides students to
13. Vannini, Enz, Sapouna, Wolke, FearNot generate solutions to their conflict.
Watson, Woods (2010)
Evidence of effectiveness has been showed through a RCT: the inter-
14. Watson et al. (2010) FearNot
15. Woods, Hall, Dautenhahn, FearNot vention was successful in diminishing students' beliefs supporting vio-
and Wolke (2007) lence and increasing their intentions to use nonviolent strategies
16. Vala et al. (2006). FearNot (Bosworth, Espelage, Dubay, Daytner, & Karageorge, 2000), although
17. Bosworth et al. (1996) SMART Talk any change in aggressive behaviors has been found.
18. Bosworth, in press SMART talk
19. Bosworth, Espelage, and SMART Talk
DuBay (1998) 4.3. Mii-School
20. Bosworth et al. (2000) SMART Talk
21. Carmona et al. (2010) Mii-School
22. Carmona et al. (2011) Mii-School Mii-School is a Virtual Reality Simulator aimed to early evaluate the
23. Rubin-Vaughan et al. (2011) Quest for the Golden Rule presence of different risk behaviors such as bullying, substance use, and
24. Palladino, Nocentini, NoTrap! peer relational problems. This program aims to be relevant on preven-
& Menesini (2012)
tion, as it provides the possibility of knowing what persons would be
25. Yang & Salmivalli (2015) KiVa
26. Jacobs et al. (2014) Online Pestkoppenstoppen in a risk situation and their responses in the above contexts (Carmona,
27. Van Broeckhoven and FRIENLDY ATTAC Espínola, Cangas, & Iribarne, 2010). Adolescents watched 17 scenes re-
De Troyer (2013) lated to bullying, drug addiction, family life, capacity for attention in
28. Slee and Mohyla (2014) PEACE PACK Excluded class and integration in social groups. In relation to the bullying scenes,
29. Mohyla, Slee, The P.E.A.C.E. Pack, PEACE PACK Excluded
& S.I.T.E. software (2012)
the student had to choose their responses starting from a series of
30. Del Rey, Casas, and Ortega (2012) CONRED Excluded predefined choices: feeling indifferent to the bullies, protesting,
31. Brewer, (2011) WebQuest responding ironically, running away in fear, facing up to them or feeling
32. Choleva et al. (2013) The Labyrinth ashamed.
33. Van Der Zwaan et al. (2012) Emphatic virtual buddy
Unfortunately no evidence of effectiveness has been showed until
34. Wright et al. (2009) Virtual environment
35. Pérez et al. (2012) MISAAC now for this program.
36. Oravec (2012) – Excluded
37. Liang (2010) – Excluded
38. Dinakar, Jones, Havasi, Lieberman, User interaction paradigms Excluded 4.4. QUEST for the Golden Rule
and Picard (2012)
39. Bostic and Brunt (2011) – Excluded QUEST for the Golden Rule is an anti-bullying prevention and inter-
40. Ahlfors (2010) – Excluded
vention program composed by a web-based game, guides for teachers
41. Van Den Broeck, Poels, Vandebosch, – Excluded
& Van Royen (2014)
on software use, targeted curricula and follow-up activities. Students
are encouraged to participate in school tasks and in additional activities
at home (Rubin-Vaughan, Pepler, Brown, & Craig, 2011).
The interaction between children and the animated characters pro-
and goals. After that, users can observe the consequences of their vides them the opportunity to learn and practice social skills and try
suggested strategy. The main strength of this software is that the out different strategies to cope with bullying. Students cannot move
characters' behaviors are not entirely pre-scripted but emerge on from a social problem solving situation until they have provided a
from the interaction situations and the characters' goals and mental prosocial solution accepted by the structure of the game. Three modules
states. Children interact individually with the software for several have been designed each addressing a different topic related to bullying
times; they can follow the story using the same computer all the time. prevention: Bark Academy, Mission to Mars and Ghoul School. In the
Teachers have only to assist children when they report comprehension first module, students are invited to attend Bark Academy, a dog school
problems. where different types of bullying are present and where they help solve
The effectiveness of the program has been tested in different cases of bullying by using the concept of The Golden Rule. The second
studies with consistent samples (RCT) of children in primary schools module teaches students about the social skills involved in making
of the UK and Germany (Sapouna et al., 2010; Vannini et al., 2010). friends. Finally, the third module addresses the important issue of
Results showed a short-term effect on escaping victimization for a how to respond when faced with bullying situations and empowers stu-
priori identified victims (victims in the intervention group were more dents to safely refuse and report bullying.
likely to escape victimization at the first follow-up compared with Evidence of effectiveness was not showed given that the study was
victims in the control group — adjusted RR, 1.41; 95% CI, 1.02–1.81) conducted without any control group condition. However, comparing
and a short-term overall prevention effect for UK children. Besides, pre-test and post-test conditions in the experimental group, authors
FearNot! helped non-involved children to become defenders in the showed that children's knowledge of bullying and their identification of
German sub-sample. strategies to prevent bullying improved significantly (Rubin-Vaughan
56 A. Nocentini et al. / Aggression and Violent Behavior 23 (2015) 52–60

Table 2
Program characteristics.

Program Outcome Target Type of ICT Tool Multifaceted Evidence of


intervention vs effectiveness
single-ICT
component

FearNot! Bullying School age Serious game No Yes


SMART Talk Violence, bullying Adolescence Serious game No Yes
Mii-School Bullying, substance use, psychological Adolescence Serious game No No
problems, family problems
Quest Golden Rule Bullying School age Serious game Yes No
NoTrap! Bullying Adolescence Online activities (web-site, forum, Yes Yes
Cyberbullying Facebook group)
KiVa Bullying School age Serious game Yes Yes
Cyberbullying Adolescence
Online Pestkoppenstoppen Cybervictims Adolescence Online platform (counseling) No No
Friedly Attac Cyberbullying Adolescence Serious game Yes No
WebQuest Cyberbullying Adolescence Inquiry-based lesson situated on the Internet No No
The Labyrinth Safer Internet School age Serious game No No
Emphatic virtual buddy Cybervitims Adolescence Online counseling No No
Virtual environment Cyberbullying Adolescence Second life (virtual environment) No No
MISAAC Cyberbullying Instant messaging users Technical tool No No

et al., 2011). The majority of children reported that they enjoyed the game threads were about: incidents of bullying and cyberbullying from the
and felt confident that they could help solve bullying problems. perspective of victims (21%) and bystanders (16%), misunderstandings
about the incidents (21%), and how a victim can cope with the situa-
4.5. NoTrap! tions (11%) (Menesini et al., 2015).

NoTrap! (Noncadiamointrappola! which means “Let's not fall 4.6. KiVa


into the trap!”) program (Menesini, Nocentini, & Palladino, 2012;
Menesini, Palladino, & Nocentini, 2015; Palladino, Nocentini, & The KiVa program is an anti-bullying prevention and intervention
Menesini, in press) is a school-based universal intervention which program: it involves both universal actions targeted at all students,
makes use of a peer-led approach to prevent and combat both tradition- and indicated actions targeted at students involved in a bullying epi-
al bullying and cyberbullying. The intervention works online and offline sode. KiVa universal actions include a series of student lessons given
with a sequence of two main phases. The first phase of the program is by classroom teachers and computer games. The main aims of the stu-
managed by adults (psychologists, experts) and it is launched and car- dent lessons are to raise awareness of the role bystanders play in the
ried out in school contexts. The second phase is led by peer educators, bullying process, to increase empathic understanding of the victim,
a group of students that after a specific training assume a role of respon- and to provide safe strategies to support and defend the victims
sibility both in their classroom and online. Specifically, peer educators (Salmivalli, Kärnä, & Poskiparta, 2010). Although the computer games
enhance awareness and provide support in the virtual context and use can be played independently by the Kiva program, they are aimed to re-
a more cooperative approach in face-to-face contexts. The online inforce the knowledge and the skills students have acquired in class
peer educators animate the webpage of the program (http://www. during KiVa lessons. The setting of the KiVa game is a KiVa virtual
squarciagola.net/cyberbullismo/) and moderate the web forum, they school: KiVa game involves five levels each including three modules
manage the online threats and they support people who request help: that are I Know, I Can, and I Do. In the first module students learn
they activate some lines of discussion through the forum and upload what bullying is and they can examine what they have learnt during les-
materials and interventions produced on the topic. Besides, they work sons; game-like quizzes ask students questions about the contents of
as Facebook group publisher: the Facebook group complements the the lessons and students can test themselves in relation to different
webpage forum (to be used to communicate with online peer educators skills (e.g. self-efficacy in resisting to the group pressure) . In the second
and to spread out the possibility for everyone to anonymously ask for a module students practice the skills they have learnt (i.e. they make
help on the webpage). decision about how to respond to difficult situations): the player has
Although evidence of effectiveness has been showed for the NoTrap! to choose how to behave from different options available. At certain
program as a whole program, no evidence of effectiveness related to the points of the narration the player can read the minds of the other char-
specific component of online activities has been reported (Palladino acter (i.e. the victim) to see how they feel. Based on these cues and on
et al., in press). Evidence of effectiveness for the whole program has how the episode proceeds the player can also change his/her behavior.
been showed through two quasi-experimental trials that involved dif- The third module is aimed to encourage students to make use of their
ferent samples of adolescents attending the first year of high school. In- knowledge and skills in real-life situations by asking them to report
tervention significantly predicted the change over time in all targeted which KiVa rules they have succeeded in putting into practice.
variables: victimization, bullying, cybervictimization, and cyberbullying. Although evidence of effectiveness has been showed for the KiVa as
The experimental group showed a significant decrease over time in a whole program, no evidence of effectiveness related to the specific
these variables while no change has been found in the control group. component of KiVa game has been reported. The effects of KiVa
Besides, significant long-term effects were found at the follow up six anti-bullying program as a whole have been evaluated in several studies
months later. based on a large randomized controlled trial (Kärnä et al., 2013) and on
From a descriptive point of view, authors showed that during the the nationwide roll-out of the program (Kärnä et al., 2011). The findings
first trial (2011–2012) 10 new treads were opened and 66 answers showed that KiVa significantly reduced both victimization and bullying,
were given in the forum: they were displayed from 180 to 1464 times and it has also secondary effects on psychological symptoms and school
at the end on the program. During the second trial (2012–2013) 9 climate.
threads were opened and 52 answers were given: they were displayed For the game component the authors published a descriptive
from 167 to 1311 times at the end of the program. The topics of the survey on children's perception of the game (Poskiparta, Kaukiainen,
A. Nocentini et al. / Aggression and Violent Behavior 23 (2015) 52–60 57

Pöyhönen, & Salmivalli, 2012). Half of the students reported to have Internet; 3) process: they receive explicit directions about what to do
played the game only in school and 10% only outside the school and in the WebQuest; 4) resources: videos, stories, quiz; and 5) post-test
40% both in and out of the school. Besides, victims of bullying played evaluation.
the game more often as compared to bullies and not-involved. Overall, Evidence of effectiveness was not showed given that the study was
girls, younger students, and victims of bullying perceived the game conducted without any control group condition. However, comparing
more positively and helpful to learn how to cope with bullying pre-test and post-test conditions in the experimental group authors
problems. showed that the WebQuest treatment was highly effective in increasing
middle-school students' awareness of cyberbullying and its dangers,
4.7. Online Pestkoppenstoppen knowledge of cyberbullying and a more articulated definition of the
phenomenon (Brewer, 2011).
Online Pestkoppenstoppen (Stop Bullies Online/Stop Online Bullies)
is a web-based tailored intervention aimed to reduce the number of 4.10. The Labyrinth
cyberbullying victims and their symptoms of depression and anxiety,
by teaching them how to cope in an effective manner (Jacobs, Völlink, The Labyrinth is a serious game about safer Internet developed by
Dehue, and Lechner, 2014). The program consists of an online platform Greek elementary school students through Kodu, which is a visual pro-
where victims of cyberbullying have access and through their personal gramming tool especially designed for introducing children to program-
page they: (a) can proceed with the sessions of advice; (b) can find ming principles (Choleva, Simeon, Filis, Metefas, & Patrikakis, 2013).
for each advice pictures, video-clips, comics, summaries, formed helpful The game world is a labyrinth whose corridors represent the chaotic
thoughts, plans and sentences to use; and (c) have access to the extra Internet connections. The player is a student who needs to use the Inter-
tailored social skill lessons. Three sessions of advice were included: net in order to write his school assignment: at the beginning he is at
(1) Think strong, feel better: according to Rational Emotive (Behavioral) home and has to get to school after having acquired all the necessary in-
Therapy this session is aimed to raise awareness of the relation between formation for his essay. While moving through the labyrinth the user
an irrational thought, feeling and behavior, and to replace irrational finds useful material for his essay but at the same time he has to face
thoughts with more rational thoughts; (2) Stop the bully now!: the several threats (i.e. unknown internet users ask for his personal data).
user receives information about the dynamics of online and offline bul- The player has to get the Internet protection programs or ask for his
lying situations and general training on coping strategies; and (3) You teacher's help in order to repulse those attacks.
are doing great, can you do better?: the user receives feedback and if Although it cannot be considered an evaluation study, a post-test
necessary adjusts the plans. The pieces of advice have the characteristics questionnaire indicated that all the children wouldn't share personal in-
to be tailored to the users' personal and psychological features: for that formation, such as name, age or home address to other unknown users
reason each advice is preceded by several questionnaires measuring tai- online, 76% of them wouldn't take part in online contests if they weren't
loring and effect variables. Each advice takes approximately 45 min to sure about the safety characteristics and 71% would ask the opinion of a
complete: overall, the whole process is spread over three months. parent or teacher when they find themselves in a similar situation.
The program has been designed following an evidence informed de-
sign (Jacobs et al., 2014) but no evidence of effectiveness has been 4.11. Empathic virtual buddy (Embodied Conversational Agents — ECAs)
showed yet.
This is not a standardized program but it is a single experiment con-
4.8. Friendly ATTAC ducted to demonstrate the effectiveness of an online intervention aimed
to offer support to victims of cyberbullying (Van Der Zwaan, Geraerts,
“Friendly ATTAC” (ATTAC = Adaptive Technological Tools Against Dignum, & Jonker, 2012). Given that the online counseling with the for-
Cyberbullying) is a Flemish inter-disciplinary project aimed to investi- mat of one-on-one is very demanding, this intervention aims to auto-
gate how ICT-related tools can be effectively used in health interventions mate this kind of support to reach more victims. The virtual empathic
with regard to cyberbullying amongst youngsters (Van Broeckhoven & buddy tries to comfort victims of cyberbullying using the Embodied
De Troyer, 2013; Van Cleemput, Vandebosch, Poels, Bastiaensens, Conversational Agents (ECAs) that is a user interface consisting of a vir-
DeSmet, De Bourdeaudhuij, 2015). Within this project the development tual character that interacts with users based on the principles of face-
of a digital serious game to combat cyberbullying in the first and second to-face communication. When a child feels uncomfortable because he/
grades of secondary schools was included. The game is still in an early she was victimized, he/she can turn to the buddy for emotional support
phase of development: a concept test has been performed in order to and practical advice on how to deal with the situation. The buddy is a
provide the researchers with a lot of information on how to improve virtual character displayed for non-verbal communication: besides, ver-
the current materials, and on what needs to be taken into account bal communication between the user and the buddy is facilitated
when developing new program materials (Van Cleemput et al., in press). through the chat window.
A cross-sectional experimental design showed that the target
4.9. WebQuest audience recognizes the emotional cues expressed by the buddy.
Answers to the open questions also demonstrated the participants'
This is not a standardized program but it is a unique intervention positive attitude towards the buddy and the context.
conducted in a middle school in Los Angeles (Brewer, 2011). The
WebQuest intervention was created using iWeb, a web design tool pro- 4.12. Virtual environments (SL)
vided by Apple with the aim to help students construct their own un-
derstanding of cyberbullying. The WebQuest is an inquiry-based This is not a standardized program but it presents the development
lesson on the Internet (Dodge, 1995). WebQuests are framed around a of educational scenarios/simulations using virtual world avatars
scenario in which the students take on a role to complete a task. For similar to those used in Second Life (SL) (Wright, Burnham, Inman, &
that intervention students had to play the role of an investigative jour- Ogorchock, 2009). The scenarios/simulations are aimed to increase
nalist researching on cyberbullying for a newspaper. The WebQuest in awareness of cyberbullying and to educate adolescents on the phenom-
this intervention contained five sections: 1) pre-test evaluation and in- enon. Based on focus groups conducted with adolescents, it was decided
troduction: it provides the context of the narrative scenario in which the that one scenario needed to be behavioral in nature (i.e., girls sending
participants will engage; 2) task: the task for the students is to learn hurtful messages via MySpace) and another educational in nature
more about cyberbullying by viewing multimedia resources on the (i.e., student visits the school counselor after a Facebook joke got out
58 A. Nocentini et al. / Aggression and Violent Behavior 23 (2015) 52–60

of hand). The latter scenario included an interactive educational compo- cyberbullying: the first proposes an online counseling and the second
nent at the end to get students to think about cyberbullying in the post proposes a technical solution for Instant Messaging Users.
scenario moments. The cyberbullying scenarios/simulations were de- Third, only few multifaceted programs (interventions with both
veloped in SL using virtual simulations: the scenarios were then record- components: face-to-face and ICTs-mediated) emerged from the re-
ed in order to be played by others. view: Quest for the Golden Rule, NoTrap!, KiVa and Friendly Attac. All
Student evaluators agreed that the virtual presentations were realis- the others are single-ICT component interventions. Besides, within mul-
tic and that the messages of the scenarios were clear: “Do not take tifaceted interventions we can distinguish between programs where
cyberbullying into your own hands. Tell an adult” (Wright et al., 2009; the ICT-component can be used also by other possible targets not direct-
p. 40). ly involved in the program (i.e. NoTrap!) and programs where the ICT-
component is developed to be used with the specific program or group
4.13. MISAAC involved in the project. This is the case of KiVa where the ICT video-
games are considered a reinforcement of the face-to-face activities.
MISAAC presents a technical solution to the problem of harassment Fourth, starting from the Positive Technology approach proposed by
through Instant messaging, proposing an Instant messaging tool for Riva et al. (2012) in order to prevent and to intervene against bullying
Cyberbullying Detection (Pérez, Valdez, De Guadalupe Cota Ortiz, and victimization, the 13 interventions are aimed to modify the follow-
Barrera, & Pérez, 2012). In particular this tool is based on the architec- ing features of the experience:
ture of ARSEC-AMS agents (Pérez et al., 2012) to detect threats and ver-
bal abuse to which a child is usually exposed, taking into account the - Affective states: all the programs using serious game (Fearnot!,
behavior of the aggressors and techniques of content analysis of mes- SMART-Talk, MiiShool, Quest Golden Rule, KiVa, The Labyrinth, and
sages exchanged through chats. Friendly Attac), virtual reality (SL) and online counseling (Online
Pestkoppenstoppen and Emphatic Virtual Buddy)
5. Discussion - Engagement and self-actualizing experiences: all the programs
using serious game (Fearnot!, SMART-Talk, MiiShool, Quest Golden
The present review represents a first attempt to analyze the use Rule, KiVa, The Labyrinth, and Friendly Attac), virtual reality (SL),
of ICTs for the prevention and intervention against bullying and social networks and online activities (NoTrap! and WebQuest)
cyberbullying. We decided to focus our review on the interventions - Social connectedness between individuals: all the programs using
that appeared on the main scientific databases because we were inter- serious game (Fearnot!, SMART-Talk, MiiShool, Quest Golden Rule,
ested in prevention and intervention programs which showed some ev- KiVa, The Labyrinth, and Friendly Attac), virtual reality (SL), and so-
idence of scientific effectiveness or at least which were created with a cial networks (NoTrap!).
scientific method. For that reason, it is possible that other relevant
anti-bullying programs making use of ICTs might exist but without
any evidence of scientific structure or at least not reported in the official As we can see from this categorization, some programs are capable of
scientific literature. modifying all the three features of experience, in particular programs
The review showed that only 13 programs emerged from the search. making use of serious game (Fearnot!, SMART-Talk, Mii-School, Quest
Considering the recent development and the spread of ICTs within chil- for the Golden Rule, KiVa, The Labyrinth, and Friendly Attac) and of virtual
dren and young people this number is still very low. reality (SL). Besides, the online counseling (Online Pestkoppenstoppen
Besides some general considerations can be derived from this and Emphatic Virtual Buddy) is mainly used to promote the hedonic
review. wellbeing (i.e. foster positive emotional states). The NoTrap! program is
First, half of the interventions (FearNot!, SMART Talk, Mii-School, more focused on promoting the eudaimonic and the social wellbeing.
Quest Golden Rule, NoTrap!, KiVa) are designed and aimed to prevent Finally, WebQuest is aimed to engage students more actively in what
bullying and two of them, NoTrap! and KiVa, have been created with they currently do promoting eudaimonic wellbeing.
the specific goal to intervene at the same time on bullying and Fifth, in terms of specific ICTs used throughout the interventions, the
cyberbullying. On the contrary, the others (The Labyrinth, Friendly review highlighted whether the most recent programs make use of dif-
Attac, Virtual Reality (SL), Online Pestkoppenstoppen, Emphatic Virtual ferent ICTs such as online platforms with different online activities
Buddy, WebQuest and MISAAC) are just focused on cyberbullying. This (web-site, forum, facebook group, online counseling), Virtual Environ-
difference on behavioral target can be explained considering the years ment Scenarios, technical solutions. On the other side the early inter-
when the program has been developed: SMART Talk was created in ventions mainly used serious games as ICT activity.
the 90s, FearNot! at the beginning of the 2000s, KiVa in 2006, Quest Finally, in relation to the evaluation of effectiveness, only four pro-
for the Golden Rule around 2007, and NoTrap! in 2008 (first pilot). All grams showed some evidence of effectiveness in reducing bullying
the others focused on cyberbullying are much more recent. and cyberbullying: FearNot!, SMART Talk, NoTrap! and KiVa. Quest for
Second, the review underscores the presence of more “standardized the Golden Rule, WebQuest and The Labyrinth only included the exper-
program” vs “one spot intervention”. FearNot!, SMART Talk, Mii-School, imental group in the evaluation and not the control condition: thus,
Quest for the Golden Rule, NoTrap!, KiVa are standardized programs be- their findings cannot be considered valid in demonstrating that the
cause they have been piloted and then tested with different samples. improvement is caused by the intervention. Empathic Virtual Buddy
Online Pestkoppenstoppen and Friendly Attac are very recent and did not consider a longitudinal design. All the other interventions
the last is still in its first stage of development. All the others can be con- (Mii-School,Virtual Environment (SL) and MISAAC) only presented
sidered as one spot intervention because they represent a unique inter- some descriptive information about the degree of satisfaction.
vention conducted once or they represent interventions which need Some suggestions for future studies about the evaluation of effective-
further development or applications. WebQuest is a single intervention ness can emerge from this review. Evidence of effectiveness for single-ICT
which suggests an easy curriculum method to work on bullying and component interventions (FearNot! and SMART Talk) suggest that ICTs
cyberbullying knowledge via ICT means. The Labyrinth and the Virtual may provide a powerful tool for bullying prevention. On the contrary,
Environment (SL) created two different digital tools (a serious game given that NoTrap! and KiVa are multifaceted programs with also a
in the first case and a virtual environment scenario in the second) face-to-face component and the effectiveness of these programs has
that can be used by other players in the future. Finally, Emphatic been showed only for the whole program, we cannot really know the
Virtual Buddy and MISAAC presented two first experiments conducted added value of the ICT-component in a multifaceted anti-bullying pro-
with two different methods to prevent and to intervene against gram. Studies comparing single components (face-to-face vs online)
A. Nocentini et al. / Aggression and Violent Behavior 23 (2015) 52–60 59

and the added value of the ICT-component in a multifaceted program are literature and the specific nature of the aim; 3) the limited number of
needed and they could suggest relevant practical information on how to studies constrained our efforts to rely on a more descriptive study.
improve these programs. Knowing the differential impact of the different Future reviews might profit of a new and developing area of investiga-
components on the problem solution can guide the choice within the tion and consider other characteristics of the programs such as data
schools and tailor the intervention for the specific context. For example, on the effect size related to each intervention effectiveness.
some authors suggested that the observed benefits of using serious
game in education may only arise in certain situations. It could therefore
be argued that games should not be seen as standalone sessions but per- Acknowledgment
haps something that can be used as adjuncts (Hays, 2005; Shaffer, 2006).
Another possible line of investigation can address the effectiveness of the The authors wish to thank Anna Pecorini for the work carried out in
specific ICT used. For example we might ask whether serious games her master thesis
should be more effective than other digital tools in preventing bullying
such as virtual reality scenarios (i.e. SL). Another example is related to
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