Research

Computer Sciences and Information Technology

Title :

Cyber Bullying Awareness and Prevention using Emotion based Gaming Application

Area of research :

Computer Sciences and Information Technology

Principal Investigator :

Dr. Sitara K, National Institute Of Technology (NIT) Tiruchirappalli, Tamil nadu

Timeline Start Year :

2022

Timeline End Year :

2024

Contact info :

Equipments :

Details

Executive Summary :

With the advent of social media and smart phones, Cyber bullying is common among students in the age group of 12 to 21 years. Violence has great impact on mental and physical health of children. Students are unaware to handle the situation when they undergo cyber bullying or bullying in general. At the same, students who are perpetrators in cyber bullying are also unaware what impact does their actions bring in future if they are identified as a perpetrator. The applicability of video games for awareness and prevention of cyber bullying is studied and explored. Studies also show that video games can increase empathy and affect players' behaviour. The aim of this project is to develop a gaming application in 2D initially which works with the emotions of the player in 5 roles – observer, victim, victim’s parent, bully, bully’s parent. Students are supposed to play the game in the presence of a teacher or a counsellor. Schools and colleges can conduct a workshop for parents where parents are supposed to play the game with role as victim’s and bullying’ parent. Punishments and disciplinary actions according to Indian context will be incorporated in the last level of the game. The reason behind developing a 2D gaming application is that not all schools have the financial capability to provide VR headsets to a class of students. In later phase, it is planned to extent it to 3D with VR which has greater impact on the emotions of player. It is also planned to develop the game in languages like English and Hindi. The player when takes the role of a victim understands the emotions and suffering of a victim properly. And hence, it prevents him/her from acting as a bully in future thereby preventing cyber bullying.

Total Budget (INR):

13,70,400

Organizations involved