Engaging Teenagers in Cyberbullying Prevention: Insights from a Digital Toolkit

Abstract Diverse and multi-faceted approaches are needed to combat cyberbullying, given the different platforms and applications used daily by teenagers, from image- and video-based social media to chat applications and video games. While existing contributions often employ social media-inspired applications to engage teenagers, they typically evaluate a single tool in isolation. This leaves a critical gap in understanding how different technological affordances uniquely impact adolescent engagement, motivation, and empathy. In this work, we present the evaluation of a novel digital platform that integrates three different tools, a chat-based role-playing activity, an Instagram-like application, and a 3D serious game, orchestrated via an educator dashboard. Evaluated with 244 students aged 11–17, the study assessed interest, perceived appropriateness, and intrinsic motivation against a baseline of self-reported empathy. Grounded in the theoretical frameworks of New Childhood Studies and Brave Spaces, our comparative analysis reveals that design mechanics inherently carry demographic and psychological biases. Notably, real-time, text-based role-playing acts as a pedagogical equaliser, effectively engaging teenagers regardless of age, gender, or baseline empathy. Conversely, engagement in image-based feeds and action-oriented games is heavily dependent on age and gender, respectively, and largely appeals to already empathetic individuals. Empirical findings are abstracted into 5 explicit, transferable design principles intended to guide developers and educators in creating inclusive, theoretically grounded digital environments for cyberbullying education.

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Publication Details

Journal
Technology Knowledge and Learning
Published
2026-09-24
DOI
https://doi.org/10.1007/s10758-026-10008-5
Primary Topic
Bullying, Victimization, and Aggression
Type
article
Field-Weighted Citation Impact
0.00
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article

Engaging Teenagers in Cyberbullying Prevention: Insights from a Digital Toolkit

Enrico Maria Piras, Alessio Palmero Aprosio, Sara Tonelli, Federico Bonetti
Technology Knowledge and Learning
Bullying, Victimization, and Aggression
article

Engaging Teenagers in Cyberbullying Prevention: Insights from a Digital Toolkit

Enrico Maria Piras, Alessio Palmero Aprosio, Sara Tonelli, Federico Bonetti
article en

Abstract

Abstract Diverse and multi-faceted approaches are needed to combat cyberbullying, given the different platforms and applications used daily by teenagers, from image- and video-based social media to chat applications and video games. While existing contributions often employ social media-inspired applications to engage teenagers, they typically evaluate a single tool in isolation. This leaves a critical gap in understanding how different technological affordances uniquely impact adolescent engagement, motivation, and empathy. In this work, we present the evaluation of a novel digital platform that integrates three different tools, a chat-based role-playing activity, an Instagram-like application, and a 3D serious game, orchestrated via an educator dashboard. Evaluated with 244 students aged 11–17, the study assessed interest, perceived appropriateness, and intrinsic motivation against a baseline of self-reported empathy. Grounded in the theoretical frameworks of New Childhood Studies and Brave Spaces, our comparative analysis reveals that design mechanics inherently carry demographic and psychological biases. Notably, real-time, text-based role-playing acts as a pedagogical equaliser, effectively engaging teenagers regardless of age, gender, or baseline empathy. Conversely, engagement in image-based feeds and action-oriented games is heavily dependent on age and gender, respectively, and largely appeals to already empathetic individuals. Empirical findings are abstracted into 5 explicit, transferable design principles intended to guide developers and educators in creating inclusive, theoretically grounded digital environments for cyberbullying education.

Technology Knowledge and Learning
Fondazione Bruno Kessler (IT)
Gender equality, Quality Education
Openalex Percentile: Top 7%
Bullying, Victimization, and Aggression
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Engaging Teenagers in Cyberbullying Prevention: Insights from a Digital Toolkit — Enrico Maria Piras, Alessio Palmero Aprosio, et al. · Technology Knowledge and Learning (2026) | TGRS Research Map | TGRS