Nociones de bullying
Bullying es el término utilizado para referirse al uso deliberado, intencional, y repetido de la fuerza, amenazas, o coerción para abusar, causar miedo o angustia, dominar, dañar, excluir, y/o intimidar de forma física (e.g., cachetear, golpear, patear), verbal (e.g., amenazar, gritar, insultar), y/o psicológica (e.g., denigrar, menospreciar) a un individuo o grupo de personas que no pueden defenderse (Balayn et al. 2021; Gaffney, Farrington, y White, 2021; Iivari et al. 2021; Kinnunen, 2022; Lievense et al. 2019; Stavroulia et al. 2016). Los bullys (i.e., los perpetradores de la agresión) suelen escoger a sus víctimas con base a características personales tales como su apariencia, discapacidad, edad, raza, religión, sexo, etc. (Bellini, Olivier, y Comber, 2018; Lievense et al. 2019).
Las personas afectadas por el bullying pueden llegar a desarrollar depresión, abandonar sus estudios, o suicidarse (Kinnunen, 2022; Wei et al. 2020). Dada su prevalencia en sociedades modernas (de 17% a 20.8% en algunos sectores), el bullying es considerado como un fenómeno sociocultural (Gaffney, Farrington, y White, 2021; Lievense et al. 2019). Se considera que más del 50% de los estudiantes a nivel mundial han estado involucrados en alguna forma de bullying, ya sea como víctimas, bullys, o espectadores (Kinnunen, 2022).
Algunas de las estrategias que existen para lidiar con este fenómeno incluyen: programas escolares, políticas institucionales, reglas al interior del salón, formación docente, campañas informativas, campañas de concientización, foros de discusión, talleres, intervenciones psicológicas, intervenciones educativas, entre otras (Gaffney, Farrington, y White, 2021; Kinnunen, 2022).
Por último, al bullying que tiene lugar a través de medios digitales (e.g., computadoras, teléfonos celulares) se le conoce como cyberbullying (Hardman Taylor et al. 2019). Este puede implicar la depredación, el reclutamiento de grupos de odio, la invasión de la privacidad personal, el acoso, el acecho, y el uso de lenguaje inapropiado (Bosse y Stam, 2011).
Tipos de tecnología utilizados para abordar el bullying
Al igual que con otros problemas sociales, diversos tipos de tecnología han sido utilizados para contribuir a la mitigación del bullying. Entre estos destacan:
- Agentes, avatares, y bots (Bosse and Stam, 2011; Mascarenhas et al. 2022; Ueda et al. 2021; Van der Zwaan, Dignum, y Jonker, 2010b)
- Algoritmos, aplicaciones, y dispositivos para la detección de comportamientos (Bellini, Olivier, and Comber, 2018; ElGibreen et al. 2020; Wei et al. 2020)
- Estrategias de análisis de contenido (e.g., minería de datos, aprendizaje automático, procesamiento de lenguaje natural, análisis de sentimientos) (Balayn et al. 2021; Chen et al. 2012; Ge, Cheng, y Liu, 2021; Hardman Taylor et al. 2019; Iivari et al. 2021; Shome et al. 2020; Soni y Singh, 2018; Suladay Escobanez and Comendador, 2022)
- Crowdsourcing (Chatzakou et al. 2017; Hardman Taylor et al. 2019; Shome et al. 2020)
- Programas educativos digitales (Antle et al. 2019; Fan, Yu, y Bowler, 2016; Garaigordobil y Martínez-Valderrey, 2018; Kinnunen, 2022; Neo, Teo, y Boon, 2018; Timmons-Mitchell et al. 2016; Yaar et al. 2022)
- Reconocimiento de rasgos faciales (Shome et al. 2020)
- Plug-ins (Jamil and Breckenridge, 2018)
- Robots (ElGibreen et al. 2020; Tan et al. 2018)
- Juegos serios (Calvo-Morata et al. 2020; Calvo-Morata et al. 2021; Ferreira et al. 2021; Garaigordobil y Martínez-Valderrey, 2018; Hall et al. 2009; Iivari et al. 2021; Kolić-Vehovec et al. 2019; Kriglstein et al. 2020; Lievense et al. 2019; Mancilla-Caceres, Amir, y Espelage, 2013; Moral Pérez y Villalustre Martínez, 2018; Raminhos et al. 2015; Rodrigues et al. 2013; Wu, 2018; Yoon, 2020)
- Realidad virtual (Fiani y Marsella, 2022; McEvoy et al. 2016; Stavroulia et al. 2016; Van der Zwaan, Dignum, y Jonker, 2010)
Referencias
Alissa N. Antle, Ofir Sadka, Iulian Radu, Boxiao Gong, Victor Cheung, and Uddipana Baishya. 2019. EmotoTent: Reducing School Violence through Embodied Empathy Games. In Proceedings of the 18th ACM International Conference on Interaction Design and Children (IDC '19), pp. 755–760. DOI: https://doi.org/10.1145/3311927.3326596
Agathe Balayn, Jie Yang, Zoltan Szlavik, and Alessandro Bozzon. 2021. Automatic Identification of Harmful, Aggressive, Abusive, and Offensive Language on the Web: A Survey of Technical Biases Informed by Psychology Literature. Trans. Soc. Comput. 4, 3, Article 11 (September 2021), 56 pages. DOI: https://doi.org/10.1145/3479158
Rosanna Bellini, Patrick Olivier, and Rob Comber. 2018. “That Really Pushes My Buttons”: Designing Bullying and Harassment Training for the Workplace. In Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems (CHI'18), Paper 235, 1–14. DOI: https://doi.org/10.1145/3173574.3173809
Tibor Bosse and Sven Stam. 2011. A Normative Agent System to Prevent Cyberbullying. In Proceedings of the 2011 IEEE/WIC/ACM International Conferences on Web Intelligence and Intelligent Agent Technology - Volume 02 (WI-IAT '11), pp. 425–430. DOI: https://doi.org/10.1109/WI-IAT.2011.24
Antonio Calvo-Morata, Cristina Alonso-Fernández, Manuel Freire, Iván Martínez-Ortiz, and Baltasar Fernández-Manjón. 2020. Serious games to prevent and detect bullying and cyberbullying: A systematic serious games and literature review. Computers & Education 157, November 2020, 103958. DOI: https://doi.org/10.1016/j.compedu.2020.103958
Antonio Calvo-Morata, Cristina Alonso-Fernández, Manuel Freire, Iván Martínez-Ortiz, and Baltasar Fernández-Manjón. 2021. Creating awareness on bullying and cyberbullying among young people: Validating the effectiveness and design of the serious game Conectado. Telematics and Informatics 60, 2021, 101568. DOI: https://doi.org/10.1016/j.tele.2021.101568
Despoina Chatzakou, Nicolas Kourtellis, Jeremy Blackburn, Emiliano De Cristofaro, Gianluca Stringhini, and Athena Vakali. 2017. Mean Birds: Detecting Aggression and Bullying on Twitter. In Proceedings of the 2017 ACM on Web Science Conference (WebSci '17), pp. 13–22. DOI: https://doi.org/10.1145/3091478.3091487
Yunfei Chen, Lanbo Zhang, Aaron Michelony, and Yi Zhang. 2012. 4Is of social bully filtering: identity, inference, influence, and intervention. In Proceedings of the 21st ACM international conference on Information and knowledge management (CIKM '12), pp. 2677–2679. DOI: https://doi.org/10.1145/2396761.2398723
María Esther del Moral Pérez & Lourdes Villalustre Martínez. 2018. Análisis de "serious games" anti-"bullying": recursos lúdicos para promover habilidades prosociales en escolares. Revista Complutense de Educación 29, Núm. 4, pp. 1345-1364. DOI: https://doi.org/10.5209/RCED.55419
Hebah ElGibreen, Sumayah Almazyad, Shahad Bin Shuail, Miad Al Qahtani, and Latifah ALhwiseen. 2020. Robot Framework for Anti-Bullying in Saudi Schools. In Proceedings of 2020 Fourth IEEE International Conference on Robotic Computing (IRC), pp. 166-171. DOI: https://doi.org/10.1109/IRC.2020.00033
Mingyue Fan, Liyue Yu, and Leanne Bowler. 2016. Feelbook: A Social Media App for Teens Designed to Foster Positive Online Behavior and Prevent Cyberbullying. In Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems (CHI EA '16), pp. 1187–1192. DOI: https://doi.org/10.1145/2851581.2892398
Paula C. Ferreira, Ana Margarida Veiga Simão, Ana Paiva, Carlos Martinho, Rui Prada, Aristides Ferreira, and Francisco Santos. 2021. Exploring empathy in cyberbullying with serious games. Computers & Education 166, 2021, 104155. DOI: https://doi.org/10.1016/j.compedu.2021.104155
Cristina Fiani and Stacy Marsella. 2022. Investigating the Non-verbal Behavior Features of Bullying for the Development of an Automatic Recognition System in Social Virtual Reality. In Proceedings of the 2022 International Conference on Advanced Visual Interfaces (AVI 2022), p. 1–3. DOI: https://doi.org/10.1145/3531073.3534492
Hannah Gaffney, David P. Farrington, and Howard White. 2021. Anti-bullying Programmes - Toolkit technical report. Youth Endowement Fund. https://youthendowmentfund.org.uk/wp-content/uploads/2021/06/Anti-bullying-programmes-Technical-Report.pdf
Maite Garaigordobil and Vanesa Martínez-Valderrey. 2018. Technological Resources to Prevent Cyberbullying During Adolescence: The Cyberprogram 2.0 Program and the Cooperative Cybereduca 2.0 Videogame. Front. Psychol. 16, May 2018, Sec. Cognitive Science. DOI: https://doi.org/10.3389/fpsyg.2018.00745
Suyu Ge, Lu Cheng, and Huan Liu. 2021. Improving Cyberbullying Detection with User Interaction. In Proceedings of the Web Conference 2021 (WWW '21), pp. 496–506. DOI: https://doi.org/10.1145/3442381.3449828
Maite Garaigordobil and Vanesa Martínez-Valderrey. 2018. Technological Resources to Prevent Cyberbullying During Adolescence: The Cyberprogram 2.0 Program and the Cooperative Cybereduca 2.0 Videogame. Frontiers in Psychology 9, 2018. DOI: https://doi.org/10.3389/fpsyg.2018.00745
Lynne Hall, Susan Jones, Ana Paiva, and Ruth Aylett. 2009. FearNot! providing children with strategies to cope with bullying. In Proceedings of the 8th International Conference on Interaction Design and Children (IDC '09), pp. 276–277. DOI: https://doi.org/10.1145/1551788.1551854
Samuel Hardman Taylor, Dominic DiFranzo, Yoon Hyung Choi, Shruti Sannon, and Natalya N. Bazarova. 2019. Accountability and Empathy by Design: Encouraging Bystander Intervention to Cyberbullying on Social Media. Proc. ACM Hum.-Comput. Interact. 3, CSCW, Article 118 (November 2019), 26 pages. DOI: https://doi.org/10.1145/3359220
Netta Iivari, Leena Ventä-Olkkonen, Sumita Sharma, Tonja Molin-Juustila, and Essi Kinnunen. 2021. CHI Against Bullying: Taking Stock of the Past and Envisioning the Future. In Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems (CHI '21), Article 357, p. 17. DOI: https://doi.org/10.1145/3411764.3445282
Hasan M. Jamil and Robert Breckenridge. 2018. Greenship: a social networking system for combating cyber-bullying and defending personal reputation. In Proceedings of the 33rd Annual ACM Symposium on Applied Computing (SAC '18), pp. 1813–1820. DOI: https://doi.org/10.1145/3167132.3167326
Essi Kinnunen. 2022. Tackling bullying with technology - A literature review of existing bullying prevention solutions. University of Oulu. http://urn.fi/URN:NBN:fi:oulu-202205121965
Svjetlana Kolić-Vehovec, Sanja Smojver-Ažić, Tamara Martinac Dorčić, and Barbara Rončević Zubković. 2019. Evaluation of serious game for changing students' behaviour in bullying situation. J. Comput. Assist. Learn. 2020, 36, pp. 323–334. DOI: https://doi.org/10.1111/jcal.12402
Simone Kriglstein, Fabian Hengstberger, Florian Fribert, Katharina Stiehl, Beate Schrank, Alexander Pfeiffer, Thomas Wernbacher, and Günter Wallner. 2020. Be a Buddy not a Bully - Two Educational Games to Help Prevent Bullying in Schools. In Extended Abstracts of the 2020 Annual Symposium on Computer-Human Interaction in Play (CHI PLAY '20), pp. 287–291. DOI: https://doi.org/10.1145/3383668.3419914
P. Lievense, V.S. Vacaru, J. Liber, M. Bonnet, P.S. Sterkenburg. 2019. “Stop bullying now!” Investigating the effectiveness of a serious game for teachers in promoting autonomy-supporting strategies for disabled adults: A randomized controlled trial. Disability and Health Journal 12, Issue 2, 2019, pp. 310-317. DOI: https://doi.org/10.1016/j.dhjo.2018.11.013
Juan F. Mancilla-Caceres, Eyal Amir, and Dorothy Espelage. 2013. Adaptive game for reducing aggressive behavior. In Proceedings of the companion publication of the 2013 international conference on Intelligent user interfaces companion (IUI '13 Companion), pp. 21–24. DOI: https://doi.org/10.1145/2451176.2451183
Samuel Mascarenhas, Manuel Guimarães, Rui Prada, Pedro A. Santos, João Dias, and Ana Paiva. 2022. FAtiMA Toolkit: Toward an Accessible Tool for the Development of Socio-emotional Agents. ACM Trans. Interact. Intell. Syst. 12, 1, Article 8 (March 2022), p. 30. DOI: https://doi.org/10.1145/3510822
Kelly A. McEvoy, Oyewole Oyekoya, Adrienne Holz Ivory, and James D. Ivory. 2016. Through the eyes of a bystander: The promise and challenges of VR as a bullying prevention tool. In Proceedings of 2016 IEEE Virtual Reality (VR), pp. 229-230. DOI: https://doi.org/10.1109/VR.2016.7504737
Han-Foon Neo, Chuan-Chin Teo, and Jackson Lew Han Boon. 2018. Mobile Edutainment Learning Approach: #StopBully. In Proceedings of the 2nd International Conference on Digital Technology in Education (ICDTE 2018), pp. 6–10. DOI: https://doi.org/10.1145/3284497.3284500
Cátia Raminhos, Ana Paula Cláudio, Maria Beatriz Carmo, Susana Carvalhosa, Maria de Jesus Candeias, and Augusta Gaspar. 2015. A serious game-based solution to prevent bullying. In Proceedings of the 13th International Conference on Advances in Mobile Computing and Multimedia (MoMM 2015), pp. 63–72. DOI: https://doi.org/10.1145/2837126.2837135
Diana Rodrigues, Pedro Neves, Ricardo Barroso, & Leonel Morgado. (2013). A serious game about bullying. In Proceedings of SIIE13 - XV Simpósio Internacional de Informática Educativa.
Atanu Shome, Md. Mizanur Rahman, Sriram Chellappan, and A. B. M. Alim Al Islam. 2020. A generalized mechanism beyond NLP for real-time detection of cyber abuse through facial expression analytics. In Proceedings of the 16th EAI International Conference on Mobile and Ubiquitous Systems: Computing, Networking and Services (MobiQuitous '19), pp. 348–357. DOI: https://doi.org/10.1145/3360774.3360793
Devin Soni and Vivek K. Singh. 2018. See No Evil, Hear No Evil: Audio-Visual-Textual Cyberbullying Detection. Proc. ACM Hum.-Comput. Interact. 2, CSCW, Article 164 (November 2018), p. 26. DOI: https://doi.org/10.1145/3274433
John Clement Suladay Escobanez and Benilda Eleonor Comendador. 2022. Student Physical Violence Detection using Convolutional Neural Networks. In Proceedings of the 12th International Conference on Information Communication and Management (ICICM '22), pp. 34–38. DOI: https://doi.org/10.1145/3551690.3551696
Kalliopi-Evangelia Stavroulia, Antri Ruiz-Harisiou, Elena Manouchou, Kyriakos Georgiou, Francesca Sella, and Andreas Lanitis. 2016. "A 3D virtual environment for training teachers to identify bullying". In Proceedings of the 18th Mediterranean Electrotechnical Conference (MELECON'16), pp. 1-6. DOI: https://doi.org/10.1109/MELCON.2016.7495417
Xiang Zhi Tan, Marynel Vázquez, Elizabeth J. Carter, Cecilia G. Morales, and Aaron Steinfeld. 2018. Inducing Bystander Interventions During Robot Abuse with Social Mechanisms. In Proceedings of the 2018 ACM/IEEE International Conference on Human-Robot Interaction (HRI '18), pp. 169–177. DOI: https://doi.org/10.1145/3171221.3171247
Jane Timmons-Mitchell, Deborah A. Levesque, Leon A. Harris, III, Daniel J. Flannery, Tatiana Falcone. 2016. Pilot Test of StandUp, an Online School-Based Bullying Prevention Program. Children & Schools 38, Issue 2, April 2016, Pages 71–79. DOI: https://doi.org/10.1093/cs/cdw010
Tomoyuki Ueda, Junya Nakanishi, Itaru Kuramoto, Jun Baba, Yuichiro Yoshikawa, and Hiroshi Ishiguro. 2021. Cyberbullying Mitigation by a Proxy Persuasion of a Chat Member Hijacked by a Chatbot. In Proceedings of the 9th International Conference on Human-Agent Interaction (HAI '21), pp. 202–208. DOI: https://doi.org/10.1145/3472307.3484177
Janneke Van der Zwaan, Virginia Dignum, and Catholijn Jonker. 2010. Simulating peer support for victims of cyberbullying. In 22nd Benelux Conference on Artificial Intelligence (BNAIC'10).
Janneke van der Zwaan, Virginia Dignum, and Catholijn Jonker. 2010b. Simulating Peer Support for Victims of Cyberbullying. New Phytologist - NEW PHYTOL.
Chuqiao Wei, Hua Zhang, Liang Ye, and Fanchao Meng. 2020. A school bullying detecting algorithm based on motion recognition and speech emotion recognition. In Proceedings of the 2020 International Conference on Intelligent Computing and Human-Computer Interaction (ICHCI), pp. 276-279. DOI: https://doi.org/10.1109/ICHCI51889.2020.00066
Yishin Chu Wu. 2018. BREAKAWAY: Examining the Educational Potential of Using a Narrative-Based Digital Game for Bullying Prevention. State University of New York at Buffalo.
Noa Morag Yaar, Eden Grossman, Noam Kimchi, Ofir Nash, Sagi Hatan, and Hadas Erel. 2022. Tobe: A Virtual Keyboard and an Animated Character for Individual and Educational Cyberbullying Intervention. In Extended Abstracts of the 2022 CHI Conference on Human Factors in Computing Systems (CHI EA '22), p.6. DOI: https://doi.org/10.1145/3491101.3519731
Liang Ye, Hany Ferdinando, Tapio Seppänen, Tuija Huuki, and Esko Alasaarela. 2015. An instance-based physical violence detection algorithm for school bullying prevention. In Proceedings of 2015 International Wireless Communications and Mobile Computing Conference (IWCMC), pp. 1384-1388. DOI: https://doi.org/10.1109/IWCMC.2015.7289284
Hyung-Sup Yoon. 2020. A Case Study on the Development of a Serious Game “Happy Class” for Preventing Cyber Bullying. Journal of Korea Game Society 20(2), 45-59. DOI: https://doi.org/10.7583/JKGS.2020.20.2.45