In Japan, workplace bullying and harassment have become a social problem, leading to victims committing suicide and developing depression. Therefore, the development of educational programs for bystanders, who play an important role in preventing and solving this problem, is an issue. The purpose of this study is to develop a gaming simulation that encourages constructive intervention by bystanders in workplace bullying and harassment. In this gaming simulation, players experience workplace bullying and harassment as bystanders. A unique feature of this gaming simulation induced to take the side of the perpetrator, and all players fail to achieve their goals. The study analyzed players’ comments during this game simulation, debriefings, and post-play interviews. The results confirmed that the players had acquired the knowledge and awareness through the simulated experience and dialogue. This knowledge and awareness include, for example, factors that cause or exacerbate workplace bullying and harassment, bystander intervention factors, and intervention ways and measures. This suggests the effectiveness of this gaming simulation.
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