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Currently submitted to: JMIR Serious Games

Date Submitted: Jun 5, 2026

Warning: This is an author submission that is not peer-reviewed or edited. Preprints - unless they show as "accepted" - should not be relied on to guide clinical practice or health-related behavior and should not be reported in news media as established information.

A Game-Based GISCC 2.0 Education System for Cyberbullying Prevention for Chinese Preadolescents, Parents, and Teachers: Preliminary Evidence of Effectiveness

  • Qiqi Chen; 
  • Yao Li; 
  • Ko Ling Chan

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.


 Citation

Please cite as:

Chen Q, Li Y, Chan KL

A Game-Based GISCC 2.0 Education System for Cyberbullying Prevention for Chinese Preadolescents, Parents, and Teachers: Preliminary Evidence of Effectiveness

JMIR Preprints. 05/06/2026:103708

DOI: 10.2196/preprints.103708

URL: https://preprints.jmir.org/preprint/103708

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