Playing to do research: Can we use a video game to research about cyberbullying?

dc.contributor.authorBaños Ramos, Andreaes-ES
dc.date.accessioned2025-09-16T12:07:25Z
dc.date.available2025-09-16T12:07:25Z
dc.date.issued2026-09-02
dc.description.abstractes-ES
dc.description.abstracten-GB
dc.description.versioninfo:eu-repo/semantics/draft
dc.format.mimetypeapplication/pdfes_ES
dc.identifier.urihttp://hdl.handle.net/11531/104204
dc.keywordsCyberbullying, prevalence studies, risk factors, serious games, validated questionnairesen-GB
dc.language.isoen-GB
dc.rightses_ES
dc.rights.accessRightsinfo:eu-repo/semantics/restrictedAccess
dc.rights.uries_ES
dc.titlePlaying to do research: Can we use a video game to research about cyberbullying?
dc.typeinfo:eu-repo/semantics/workingPaper

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