Cyberbullying of older adolescents: modern manifestations and prevention using digital game technologies
DOI:
https://doi.org/10.5281/zenodo.17917155Keywords:
online aggression, digital hygiene, media education, VR technologies, interactive learning, emotional resilienceAbstract
Abstract: The article aims to conduct an in-depth analysis of modern transformations and forms of cyberbullying among the age group of older adolescents (15–17 years old), as well as to scientifically substantiate the use of interactive digital gaming technologies as an innovative and effective tool for its prevention in the context of the rapid digitalization of society. To achieve this goal, a complex of theoretical research methods was used, including systematization and theoretical analysis of scientific sources from pedagogy, psychology, and digital security, which allowed for the classification of new manifestations of cyberbullying (cybermobbing, gamer toxicity). Methodological modeling was also applied to develop the author's preventive model, along with synthesis to formulate the pedagogical conditions for its implementation. The results of the study identified and systematized the factors of increased vulnerability among senior adolescents (socio-psychological, communicative-digital, age-related). The limited effectiveness of traditional preventive measures that fail to ensure the formation of sustainable moral behavior in the interactive environment was proven. Instead, detailed analysis confirmed the high efficacy of using VR scenarios and simulations for developing adolescents' skills in emotional self-regulation and empathy, as they provide direct experience of the consequences of aggressive behavior. Based on the data obtained, the author's structural and functional model of prevention was developed and proposed. This model integrates value-based, content, technological, and activity components, ensuring a systemic impact on the formation of a safe digital culture. The conclusions emphasize that the integrated use of digital game technologies contributes to the comprehensive development of adolescents' key competencies: self-control, critical thinking, and safe communication. Further prospects for research are associated with the empirical verification of the proposed model and the development of universal methodological recommendations.Downloads
Published
2025-12-12
How to Cite
Guzenko, N. O. (2025). Cyberbullying of older adolescents: modern manifestations and prevention using digital game technologies. Pedagogical Academy: Scientific Notes, (25). https://doi.org/10.5281/zenodo.17917155
Issue
Section
Information and communication technologies in education
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Copyright (c) 2025 Наталія Олександрівна Гузенко

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