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Designing and evaluating an interactive visual novel to increase bullying bystander intervention in schools: A four-wave controlled time-series study
İ
M
DOI:10.1080/15391523.2026.2655163.png)
Abstract
En 中文
This study examined the effectiveness of TheraBuddy, a web-based interactive visual novel, in enhancing bullying bystander intervention and socioemotional health among K–12 students. Using a four-wave controlled time-series design, 123 students aged 10–16 were randomly assigned to intervention (n = 62) or control (n = 61) groups. Participants completed validated measures at baseline and three-monthly follow-ups. The experimental group showed significantly greater gains in bystander intervention than controls, with effects moderated by bullying role and engagement level; socioemotional health effects were non-significant. Findings highlight the potential of interactive visual novels to promote prosocial action against bullying and inform scalable, school-based prevention strategies.
Keywords:
Bullying
bystander intervention
interactive visual novel intervention
socioemotional health
Journal
IF:
5
Papers:
164
Citations:
2.7K
