A Game-Based GISCC 2.0 Education System for Cyberbullying Prevention for Chinese Preadolescents, Parents, and Teachers: Preliminary Evidence of Effectiveness (Preprint)
Authors:
- Qiqi ChenQiqi Chen
- Yao LiYLYao Li
- Ko Ling ChanKCKo Ling Chan
Preprint
- 5 June 2026
- preprint
- Published by JMIR Publications Inc. in JMIR Preprints
Abstract
BACKGROUND Cyberbullying threatens children’s mental health and social well‑being. Traditional programs often operate in isolation that fail to engage parents and teachers. Immersive, gamified simulations offer a novel approach by enabling multi-stakeholder participation within a unified framework. OBJECTIVE This study evaluated the efficacy of a gamified cyberbullying prevention education platform Game-based Intervention for School- and Cyberbullying for Children (GISCC 2.0) and examined dose-response relationships between game engagement and outcomes. METHODS A three-arm randomized controlled trial design was employed with 222 students randomly assigned to: Group A (Student+Parent Game, n=72 dyads), Group B (Student Game Only, n=76), and Group C (Control, n=74). 6 teachers also participated with the teacher-specific game modules. Primary outcome included internet self-efficacy, and secondary outcomes included coping intention, parent-child communication, and perceived peer pressure. Process data were measured via completed storylines and achieved scores in the game. Analyses included intention-to-treat ANCOVAs controlling for baseline scores, gender, and age, with dose-response analyses for engagement. RESULTS Both intervention groups showed significantly greater improvements than controls in internet self-efficacy (η²=.23, p<.001) and coping intention (η²=.17, p<.001), with no differences between the two intervention conditions. Medium effects were also found for parent-child communication (η²=.07, p=.001). No significant effect was observed for perceived peer pressure. Game storylines completion correlated with post-test self-efficacy (r=.28, p<.01) and coping intention (r=.26, p<.01). Parents demonstrated a large increase in coping intention (d=1.86), and teachers showed positive trends across all measures. CONCLUSIONS The gamified intervention robustly enhanced cyberbullying-related coping and confidence among students, primarily through direct digital engagement, with additional parallel benefits for parents and teachers. GISCC 2.0 demonstrates a scalable, digitally integrated framework for schools to address cyberbullying, allowing flexible home and staff involvement while prioritizing high-fidelity student engagement for maximal impact.Keywords
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