TArgeting Bullying Behaviors using Virtual Reality (TAB-VR)

The current study aims to investigate whether the TAB-VR intervention is a feasible training method for adolescents at risk of aggressive behavior. Specifically, this study aims to assess the feasibility of the VR intervention and the conditions that favor feasibility. Three are the specific aims. First, we will test the feasibility of the VR intervention. To assess feasibility, we will consider these four different aspects: (a) implementation characteristics; (b) participants’ involvement during the session; (c) immersiveness of VR; (d) emotional activation. Second, we will analyze the relationship between the different variables under investigation (i.e., feasibility constructs and bullying roles’ involvement). Third, this study aims to evaluate the effects of bullying roles’ involvement (i.e., victimization, bullying, defender, and bystander behavior) on four aspects of feasibility considered. Specifically, regarding the association between VR immersiveness and emotional activation, we hypothesize that as VR immersiveness increases, so do the levels of emotional activation (e.g., negative affect). Therefore, the more immersed adolescents are in the VR scenario, the more emotionally involved they will be. Given the topics of scenarios, we hypothesize that higher levels of VR immersion will be associated with higher negative emotional states. Concerning the association between different roles involved and VR immersiveness, we hypothesize that victimization will be associated with higher levels of distress and engagement related to VR experience. Finally, regarding the association between the roles involved and emotional states, we expect an association between victimization and negative affect, and between defender behavior and positive affect.

Publication Details

Journal
Open Science Framework
Published
2025-01-01
DOI
https://doi.org/10.17605/osf.io/2wpzv
Primary Topic
Bullying, Victimization, and Aggression
Type
article
Field-Weighted Citation Impact
0.00
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article

TArgeting Bullying Behaviors using Virtual Reality (TAB-VR)

Open Science Framework
Bullying, Victimization, and Aggression
article

TArgeting Bullying Behaviors using Virtual Reality (TAB-VR)

article en

Abstract

The current study aims to investigate whether the TAB-VR intervention is a feasible training method for adolescents at risk of aggressive behavior. Specifically, this study aims to assess the feasibility of the VR intervention and the conditions that favor feasibility. Three are the specific aims. First, we will test the feasibility of the VR intervention. To assess feasibility, we will consider these four different aspects: (a) implementation characteristics; (b) participants’ involvement during the session; (c) immersiveness of VR; (d) emotional activation. Second, we will analyze the relationship between the different variables under investigation (i.e., feasibility constructs and bullying roles’ involvement). Third, this study aims to evaluate the effects of bullying roles’ involvement (i.e., victimization, bullying, defender, and bystander behavior) on four aspects of feasibility considered. Specifically, regarding the association between VR immersiveness and emotional activation, we hypothesize that as VR immersiveness increases, so do the levels of emotional activation (e.g., negative affect). Therefore, the more immersed adolescents are in the VR scenario, the more emotionally involved they will be. Given the topics of scenarios, we hypothesize that higher levels of VR immersion will be associated with higher negative emotional states. Concerning the association between different roles involved and VR immersiveness, we hypothesize that victimization will be associated with higher levels of distress and engagement related to VR experience. Finally, regarding the association between the roles involved and emotional states, we expect an association between victimization and negative affect, and between defender behavior and positive affect.

Open Science Framework
Peace, Justice and strong institutions
Openalex Percentile: Top 53%
Bullying, Victimization, and Aggression
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