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ERIC Number: EJ1160513
Record Type: Journal
Publication Date: 2017
Pages: 18
Abstractor: As Provided
ISSN: ISSN-0013-1881
When Cyberbullies Meet Gamers: What Do Young Adults Think?
Li, Qing; Pustaka, Arkhadi
Educational Research, v59 n4 p426-443 2017
Background: Cyberbullying 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. Purpose: This study examines young adults' beliefs and experiences related to cyberbullying and gaming. Sample: The participants were 357 students who were enrolled in a university on the East coast of the United States of America. Design and methods: A survey instrument, consisting of mainly Likert-type scale questions, was developed, refined and analysed quantitatively, in order to investigate young adults' views and opinions. Results: More 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, roleplaying 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. Conclusions: The 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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Publication Type: Journal Articles; Reports - Research
Education Level: Higher Education
Audience: N/A
Language: English
Sponsor: N/A
Authoring Institution: N/A
Grant or Contract Numbers: N/A