About the Project

This project is part of a Master’s Capstone in Digital Media and Global Communication at the University of Niagara Falls Canada. It explores how immersive media can be used as a tool to foster digital empathy and reduce harmful online communication among high school students.

Why a New Approach Is Needed

Traditional anti-bullying programs often focus on rules, awareness, or punishment. However, research suggests that awareness alone does not change online habits. Students rarely have guided opportunities to practise ethical communication in realistic digital scenarios, especially in the fast-paced and emotionally charged environments of social media platforms.

 

Research Question

How can a VR-based behaviour-reinforcement game foster empathetic digital communication and prevent cyberbullying among high school students?

Who is the Target Audience

  • High school students (14–18 years old)

  • Educators and school counsellors

  • Parents and community stakeholders interested in digital citizenship

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