When cyberbullies meet gamers: what do young adults think?
2017; Taylor & Francis; Volume: 59; Issue: 4 Linguagem: Inglês
10.1080/00131881.2017.1369857
ISSN1469-5847
Autores Tópico(s)Impact of Technology on Adolescents
ResumoBackgroundCyberbullying is connected with online gaming in complex ways. Although cyberbullying can occur while people play games, it is also the case that gaming may have the potential to address cyberbullying and bullying problems.PurposeThis study examines young adults' beliefs and experiences related to cyberbullying and gaming.SampleThe participants were 357 students who were enrolled in a university on the East coast of the United States of America.Design and methodsA survey instrument, consisting of mainly Likert-type scale questions, was developed, refined and analysed quantitatively, in order to investigate young adults' views and opinions.ResultsMore than half of the participants reported that they were directly involved in cyberbullying, either as a victim or a harasser, while playing online games. Close to 70% of participants observed cyberbullying incidents in gaming contexts. Action games, role-playing games and sports games were perceived as the main genres of game where cyberbullying may take place. In addition, a vast majority of the young adults reported that they were willing to play anti-cyberbullying games. A series of essential game elements were identified, based on young adults' preferred gaming styles. A correlational analysis suggested some associations between participants' beliefs and actions. The limitations of the study and further development of the survey instrument are discussed, in terms of its potential for further research.ConclusionsThe high percentage of students involved in cyberbullying while gaming suggests that online gaming may be an environment where cyberbullying proliferates. Equally, though, the finding that the majority of the participants in this study would consider playing anti-cyberbullying games indicates the potential contribution of games for addressing cyberbullying issues. It is hoped that the specific gaming elements that were identified by the participants will help with the effective design of intervention and prevention anti-bullying programmes that involve games.
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