Educational games improve continuous outcomes for school bullying and cyberbullying with small pooled effects
This systematic review and meta-analysis evaluated the impact of educational games on school bullying and cyberbullying within classroom-based settings on PC or web platforms. The analysis included 34 studies comparing these interventions against usual-care conditions, other active programs, or no-intervention controls. Immediate post-intervention assessment and follow-up at three to six months were utilized for data collection.
Pooled analysis indicated small and statistically significant improvements for continuous outcomes, with a Hedges' g of 0.14 and a 95% CI of 0.02 to 0.26. Emotional outcomes demonstrated the largest pooled gains among the measured categories. In contrast, cognitive and behavioural effects were smaller and did not reach statistical significance. Completion rates for the educational games were higher than those observed in no-intervention controls.
The authors noted that effects tended to diminish by three to six months without booster components. No tested moderator reached statistical significance. Safety data, including adverse events and discontinuations, were not reported. The review suggests that while educational games outperformed usual-care conditions and showed higher completion rates, the clinical certainty regarding long-term efficacy remains limited by the observed decay in effects over time.