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07/09 | 14h00 – 15h30

Anfiteatro 2

190CYBERBULLING:PREVENTING AND INTERVENING IN AGRESSION ONLINE

Ana Veiga Simão | Paula Ferreira

Resumo:

The advancement of technology and adolescents’ growing understanding of technological means are important aspects for social interaction and online communication. These phenomena carry risks, such as cyberbullying. Cyberbullying involves cruel, deliberate and repeated behavior to harm others which can be manifested through language (e.g., harassment, insult, physical threat and / or humiliation) on electronic devices. It is currently an emerging phenomenon with considerable prevalence in Portugal. The impact of cyberbullying has been documented in terms of the negative impact on students’ learning, their safety and well-being. It is in this context that two projects of the research unit of the Faculty of Psychology of the University of Lisbon emerged. The first is entitled Cyberbullying: The regulation of behavior through language (PTDC/MHC-PED/3297/2014), which aims to investigate the behavior of adolescents, as well as the language that is used in online interactions to create an application for prevention and intervention in this phenomenon. The second project entitled The bystander effect in cyberbullying – taking responsibility and interventive decision making through the regulation of behavior (SFRH/BPD/110695/2015) aims to understand the bystander effect in cyberbullying and promote pro-social behavior amongst adolescents. To reach these objectives, we propose to study what adolescents consider a cyberbullying incident, whether they intervene as bystanders of the incident, how and why they intervene, and lastly, how the presence of other bystanders may influence their behavior. The final product of these investigations is the development of a mobile application (Com????Viver Online) that promotes positive interaction online among young people by detecting potential online conflicts and attacks and promoting more assertive communication styles among adolescents. Additionally, a digital game (Com@viver) is also being developed that allows students to participate as observers of hypothetical cyberbullying incidents to better understand how the bystander effect occurs in cyberbullying, as well as to promote prosocial behavior in adolescents.