Page 8 - WatsomApp MediaKit 2017
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The World Day Twenty-four hours and to point out those with whom they
Against Bullying “ a day, seven days don’t interact, the team captain, the
is held on May Children who are bullied a week. Relent- class leader, etc.
nd
2 , an initiative feel afraid, they lose their lessly. We know
started in 2013 by conf idence and don’t want our enemies; they In order to keep their interest in re-
the NGO Bullying are silent and eva- sponding to the questionnaire and
Without Borders. to go to school. This can lead sive, and so we to guarantee spontaneity in their an-
Much work has to serious depression don’t see them swers, the programme stimulates their
been carried out coming. attention by interspersing games that
since then to fight also provide information, among oth-
this world pandemic ruining the child- That is why WatsomApp takes the er things, about group dynamics, the
hood of millions of students in schools spotlight, an online portal where all social standing of each person in their
across the world, claiming the lives of the students in the same year can play year and any isolation or integration
at least 200 children every year. How- “The Friendship Game” at the same problems that may be taking place.
ever, 90% of educational centres in time. How they interact in the game will
our country have serious issues with supply valuable information that will The latest-generation IBM Artificial
conflict amongst its student body. make it possible to measure potential Intelligence software analyses all the
Thinking of them, WatsomApp has risk in the classroom or to detect spe- answers and creates a complete flow
designed the first online method that cific problems, such as social isolation chart of roles that makes it possible
combines gamification and artificial in- or gender-based segregation. to understand, with a high rate of re-
telligence, aiming to stand up against liability, which children are being bul-
bullying. STAGE 1 lied, who their bullies are and who is a
Without noticing it, the parties to the potential victim of future bullying. And,
Every day victims are attacked phys- conflict —victim, bully, and active or although we are talking about odds
ically and/or verbally, by way of in- passive observers— give themselves here, the software learns from the ex-
sults, threats, mockery, repression, away by participating in “The Friends- perience and therefore the possibility
rejection... School yards and social hip Game”. They start by creating their of error decreases over time.
media are the comfort zones of bullies own avatar, opening the door to their
and those covering up for them; those self-esteem. Then, a series of ques- STAGE 2
same school yards and social media tions asks them to choose their friends The second stage of the WatsomApp
are a hellish nightmare for the victims. from among the remaining avatars model is personal interaction with ar-