Peer-reviewed article
Effectiveness of digital game-based GISCC program on cyberbullying prevention among Chinese adolescents
Qiqi Chen, Zujian Lu, Bofan Liu, Qiao Xiao, Ko Ling Chan ·
Summary
Written by AI, not yet AICS's view · claude-haiku-4-5-20251001This study tested a digital game-based program called GISCC designed to prevent cyberbullying among Chinese adolescents. The program combines training on social and behavioral skills with interactive role-play games. A randomized trial with 105 adolescents found that the GISCC program significantly reduced cyberbullying behaviors and violence intentions, while increasing self-efficacy and conflict resolution skills. The findings provide evidence that digital interventions can be effective for cyberbullying prevention in the Chinese context.
Key points
- GISCC significantly reduced cyberbullying behaviors (F = 37.50, p < 0.001)
- Intervention reduced violence intentions (F = 4.95, p < 0.05) and mental health problems (F = 60.28, p < 0.001)
- Self-efficacy increased significantly (F = 18.26, p < 0.001) and conflict resolution skills improved (F = 36.46, p < 0.001)
- Essential intervention components identified: empathy, self-efficacy, violence prevention, and conflict resolution with families
- Among the first digital programs developed to reduce cyberbullying among Chinese adolescents
Limitations
The document does not specify the age range of adolescents, the duration of follow-up to assess sustained effects, or whether the findings generalize beyond the immediate post-intervention period. It also does not provide information on dropout rates, implementation fidelity, or cost-effectiveness.
Abstract
The increasing use of social networking sites has increased the efficiency of social interactions but inevitably contributed to the risk of cyberbullying. Despite evidence of the effectiveness of offline intervention programs for cyberbullying, few have examined online interventions, especially in the Chinese context. This study aims to develop and validate an innovative Game-based Intervention for School- and Cyberbullying for Children (GISCC), which combines training on psychosocial and behavioral components with interactive role-play games. A randomized trial method was used to evaluate the effectiveness of the GISCC intervention, comprising 105 Chinese adolescents who were randomly assigned to the experimental ( n = 55) and control ( n = 50) groups. Independent sample t -test, paired-samples t-test, ANCOVA, and MANCOVA were used to test the differences in the trained components before and after the intervention. The results showed that the GISCC intervention significantly reduced cyberbullying behaviors (F = 37.50, p < 0.001), violence intentions (F = 4.95, p < 0.05), and mental health problems (F = 60.28, p < 0.001); and increased self-efficacy (F = 18.26, p < 0.001), and conflict resolution skills (F = 36.46, p < 0.001). Our study provided empirical evidence in the Chinese context for digital health intervention approaches for cyberbullying prevention. We also identified the essential components (empathy, self-efficacy, violence prevention, conflict resolution with families) for future research on developing effective digital intervention tools to reduce cyberbullying. • The study validated a Game-based Intervention for School- and Cyberbullying for Children (GISCC). • GISCC program significantly reduced cyberbullying behaviors and violence intentions. • Intervention components include increased self-efficacy, empathy, and conflict resolution skills. • This is among first to develop a digital program to reduce cyberbullying among Chinese adolescents. • GISCC provides insights into a digital health intervention for cyberbullying.