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        <title type="main" level="a">Narrative Heroes: giocare per riscrivere il copione del bullismo e del cyberbullismo</title>
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          <persName n="1" ref="https://orcid.org/0000-0002-0605-3125" type="ORCID">
            <forename>Elena</forename>
            <surname>Serritella</surname>
            <placeName type="affiliation">University of Florence, Italy</placeName>
          </persName>
        </author>
        <respStmt>
          <resp>This is a section of <title>La formazione alla ricerca</title>(DOI: <idno type="DOI">10.36253/979-12-215-0504-7</idno>) by </resp>
          <name>Vanna Boffo, Fabio Togni</name>
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        <publisher>Firenze University Press</publisher>
        <pubPlace>Florence</pubPlace>
        <date when="2024">2024</date>
        <idno type="DOI">https://doi.org/10.36253/979-12-215-0504-7.36</idno>
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          <p>Available for academic research purposes</p>
          <p>Open Access</p>
          <p>Copyright Author(s)</p>
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            <p>Content licence CC BY 4.0</p>
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      <abstract xml:lang="en">
        <p>Bullying and cyberbullying are still relevant issues of national and international concern. The literature has shown that these forms of peer violence have an important cultural basis, linked to shared social norms that are reflected in the dominant narratives of the reference group. In order to influence individual attitudes, it is therefore necessary to influence the whole community. Furthermore, the use of new technologies and gamification seem to maximise the potential for change in interventions implemented on them.
Based on the results of a preliminary systematic review of the literature on existing interventions to prevent bullying and cyberbullying using technology, the project involves the design, implementation and validation of a gaming application (Narrative Heroes) aimed at preventing and counteracting bullying and cyberbullying among adolescents by harnessing the power of generating counter-narratives in an online discussion. The aim is to stimulate an active change in the participants and a change in the narratives of the norms shared by the context, which will then be reflected in a change in attitudes and beliefs towards bullying and cyberbullying, both at an individual and group level.</p>
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          <list>
            <item>Bullying</item>
            <item>Cyberbullying</item>
            <item>Gamification</item>
            <item>Intervention</item>
            <item>Prevention</item>
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      <p>It is available online at https://doi.org/10.36253/979-12-215-0504-7.36<ref target="https://doi.org/10.36253/979-12-215-0504-7.36" /></p>
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