For years, bullying has been the problem that compromises the classroom atmosphere the most by establishing roles of aggression and victimization among students [
1,
2]. In this study, we considered it necessary to focus on variables external to the child (family, peers, school) that are affected by these processes. To do this, we used a video game that focused on bullying prevention [
3]. It should be noted that intervention with video games in the educational context has multiple methodologies and can be approached in many ways (gamification, serious games, digital game-based learning). In the case of this study, the digital game-based learning (also known by the acronym DGBL) paradigm was selected as an intervention methodology and as an approach to video game treatment to change subjects’ attitudes. Numerous studies have proven the effectiveness of this methodology [
4,
5,
6,
7,
8,
9,
10].
1.1. Theoretical Foundations
The DGBL paradigm takes advantage of the didactic potential of video games by adapting the teaching–learning process to these recreational tools [
11]. Therefore, this paradigm is born from the student’s need to locate knowledge and tools related to their developmental context that are consistent with their perceived reality. Ref. [
12] defines teachers as designers of learning, giving a didactic sense to the video game itself; consequently, strategies must be established to guide teachers in coherently planning the implementation of video games as a methodology that is present in the educational praxis integrated in the learning process. Furthermore, [
13] suggests that there are three approaches to the DGBL paradigm: (a) students as designers, where they learn to develop video games through the development of one; (b) the use of video games created to teach, e.g., serious games, educational games, gamification, etc.; and (c) integrating commercial video games in the classroom as a complementary element (commercial off the shelf, also known by the acronym COTS).
Following the development of game processes to their current concept, video games have caused the proliferation of these products all over the planet, even arousing interest in areas that were previously not linked to recreational processes. These fields have been able to reconfigure video games to trigger learning acquisition, the simulation of real scenarios, skills training, motivation, etc. [
11,
14].
However, it should be noted that the benefits of video games did not become evident until several studies began to investigate the possibilities of using them to develop certain skills related to concentration, problem-solving, spatial perception, etc., [
15,
16,
17] similarly to studies and research that linked video games and learning [
10,
12,
18,
19].
The didactic and recreational aspects of the educational processes that involve the use of video games must always be balanced [
4,
6,
12,
20,
21,
22], firstly so as not to detract from the educational side itself, and secondly so that the teacher does not become overly associated with the purely formal sense of education and thus remains in the background because of the use of the video game. Both concepts must support each other, which is why it is necessary for the teacher to understand what approach they want the learning process to take (motivation, curiosity, knowledge, involvement, etc.).
Serious video games, whose purpose is to train the player to acquire a specific skill, ability and/or knowledge, arise within this paradigm [
23,
24,
25]. The aim of serious games is twofold: not only must they be attractive and stimulate replay (recreational dimension), but they must also effectively fulfill the object of their creation (didactic dimension): to induce learning, modify attitudes, train skills, and develop competencies. In addition to graphic and software designers, pedagogues and experts in the specific knowledge addressed by the video game play an important role [
14,
25,
26,
27].
1.2. Bullying in the Educational Context
Currently, one of the most significant problems that requires a solution within the educational context is bullying among peers, so-called school bullying [
1,
2,
28,
29,
30,
31,
32,
33,
34,
35].
School bullying can be defined as intimidation, abuse, and physical and psychological mistreatment of one child or group of children over another or others. It includes a series of different kinds of negative actions, such as teasing, mocking, hitting, exclusion, abusive behavior with sexual and emotional connotations, and, of course, physical aggression [
36,
37,
38,
39,
40].
Research classifies the existence of four types of school bullying (
Table 1):
Given this typology, it is worth mentioning that in bullying processes, three fundamental factors are involved, which are raised by [
43], in which two human and one contextual factor stand out. These human factors are linked by an interaction (bullying) that is produced by complementary characteristics (strength–weakness, victimization–aggression, leadership–isolation, among others). These factors are:
Aggressor (aggressive human factor).
Victim (submissive human factor: they lack the means to escape the aggressor on their own).
School context (witnesses: other students, teachers, or family members).
The different problems that develop in the processes of school bullying can, in turn, lead to feelings that are transformed into insecurity and fear of the school context, because it is in this context that aggressions occur. It is also where the aggressors, victims, and passive agents, who allow these aggressions by interacting both passively and actively, co-habit. The victims consider school to be a place that undermines their emotional balance, and so they develop adverse feelings that translate into conflicts in their immediate environment [
44]. Numerous studies have been conducted on school bullying; they confront a problem that is integrated into all levels of the school system. School bullying is a social problem that not only affects the school environment but also spreads to the social and family environment [
45,
46,
47,
48].
It can be observed that many of these feelings are related to social perception. However, this type of victim enters into a vortex in which, despite suffering harassment, their attitude prevents them from opposing the situation and confronting it, making it difficult for them to get out [
44,
49,
50].
It should be noted that teachers are the last adults to whom students communicate their problems [
49,
51]. However, as [
52] pointed out, parent figures are highly important in the face of school violence, as this is where students find their salvation from a vulnerable situation.
1.3. Serious Games and School Bullying: Monité, an Anti-Bullying Serious Game
The concept serious games was coined by [
53] in the 70s; it refers to the selection of the formal aspects (players, objectives or goals, and rules) that make up a game and give it an educational purpose. However, in order to shape a game with these characteristics, it is significantly important that the rules that structure the game are constructed in such a way as to manage the action of the processes involved, focusing on the acquisition of the proposed objectives. The player is immersed in a dynamic in which there is no winner; the game is won when the objectives, which are closely linked to the acquisition of some kind of knowledge, ability, or skill, have been fulfilled.
As it is accompanied by the adjective “serious”, it is presupposed that the game includes specific characteristics related to the educational context. The video game is used as the central axis on which the content is conveyed, as well as the central axis for the learning of skills and/or abilities; this motivates and encourages proactive attitudes related to the teaching–learning process [
25].
Serious games are tools that students can relate to, allowing them to operate in a fictional world, meaning their actions have no direct consequences in the real world. That is, given that the virtual environment is not real, students can experiment and make mistakes without the fear of damaging instruments or other individuals [
54]. Based on this, this type of video game is intended to enable the student to acquire a specific ability, skill, and/or knowledge. As the students are protected from the actual results, the video game allows the use of error as another mechanism for learning, stimulating learning by discovery and meaningful learning. Serious games make use of one of the characteristics of video games, which is that a player knows that they will be exposed to many mistakes before achieving success [
55].
During treatment with this type of video game, the student is placed in a training environment to experience learning, as well as to rehearse the learning obtained through the internalization of learning patterns. Video games allude to the preponderance of the lived experience linked to the object of learning through an immersive state that could well be included in the states of flow [
56]. The player extrapolates what they learn from the virtual world to the real world, which in turn transforms them from a simple player (recreational aspect) to a student (didactic–recreational aspect). The difference between the person who plays to learn and the person who simply learns by playing fades away, as the user is not aware of what they are learning through the video game [
57].
Serious games offer the potential to make users aware of a problem (environmental, social, political, economic, etc.), to advertise a product, to experience unusual situations, and to rehabilitate patients, among others [
58,
59,
60].
The serious game used for this study is called Monité. It was developed by the company Nesplora with the endorsement of the Ministry of Industry, Energy, and Tourism. It is a video game oriented towards the prevention of behaviors related to school bullying. The plot and narrative were developed by the children’s author Daniel Nesquens in collaboration with the Urkide pedagogy center, who developed the video game’s complementary guides. The program is composed of software (Monité video game), user manuals (for parents, educators, and therapists), videos, stories, and a website to share experiences [
21]. Monité is available in three different packs:
Clinical pack: this software package is used as clinical therapy.
Family pack: for family use, containing a user guide for parents.
School pack: for licensed use in schools.
In the case of this research, the school pack was employed, including tests for teachers, students, and families.
Monité is a serious game with colorful graphics that could be classified within the platform genre. Your adventure consists of several worlds, and three of them are still in development (Clown Planet, Indifferent Planet, and Electro Planet). Currently, the only one included with the video game is Raining Planet, which focuses on the prevention of school bullying and cyberbullying. Much of the video game’s narrative revolves around the positive influence of friends, as well as the need to confront problems in order to solve them.
Different minigames related to positive choices regarding friendships are proposed through a journey in which you must capture objects with positive references (smiles, comics, candies) and preventive actions against bullying are represented in an escape in which the player has to follow a path and avoid the enemies that appear; there is another game in which objects (trash cubes) are dropped from the top of the screen that cause discomfort to the protagonist and they must avoid them.
The didactic strategies used in this game are based on communication and collaboration among the students to overcome the tests, as well as resilience, as the students understand the problem and confront it, and finally, empathy, which is crucial to understand how each of the people affected by bullying problems feel. These strategies are carried out through conversations in the game between the main characters and during the progression of the aforementioned levels.
Finally, as we have seen in the previous sections, many serious games are created to work on a problem or to deal with a problem, either through education or awareness-raising. It is thanks to these capabilities that serious games have achieved their status as an educational tool in many areas.