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An Inventory on the Experiences and Reactions of Child and Adolescent Video Gamers to Toxic Communications and Behaviors in Team-Based Competitive Online Video Games.
紀錄類型:
書目-電子資源 : Monograph/item
正題名/作者:
An Inventory on the Experiences and Reactions of Child and Adolescent Video Gamers to Toxic Communications and Behaviors in Team-Based Competitive Online Video Games./
作者:
Chu, Justin.
面頁冊數:
1 online resource (75 pages)
附註:
Source: Dissertations Abstracts International, Volume: 84-04, Section: B.
Contained By:
Dissertations Abstracts International84-04B.
標題:
Clinical psychology. -
電子資源:
http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=29257112click for full text (PQDT)
ISBN:
9798351446929
An Inventory on the Experiences and Reactions of Child and Adolescent Video Gamers to Toxic Communications and Behaviors in Team-Based Competitive Online Video Games.
Chu, Justin.
An Inventory on the Experiences and Reactions of Child and Adolescent Video Gamers to Toxic Communications and Behaviors in Team-Based Competitive Online Video Games.
- 1 online resource (75 pages)
Source: Dissertations Abstracts International, Volume: 84-04, Section: B.
Thesis (Psy.D.)--Adler University, 2022.
Includes bibliographical references
Video games are popular among today's youth, who have access to increasingly integrated voice and text-based communications. There is limited research on the experiences of youth playing competition-oriented team-based video games, many of which maintain ranking systems that compare one's overall skill level to the rest of the player base. The purpose of this study was to develop an inventory of the cyberbullying behaviors experienced by youth video gamers along with their subsequent reactions. Video game cyberbullying was defined to include name calling, use of slurs, intentional sabotage of games, and threats of physical harm. Youth participants (N = 35) who reported regularly playing competition-based video games were provided anonymous online surveys to explore the types of cyberbullying they experienced and their ensuing reactions. Nearly all participants (32 of 35) reported being called a bad or name, and a majority (23 of 35) reported having another player state they would either hurt them or wish they were hurt. Common themes among participant responses to in-game cyberbullying included emotional distress, verbal retaliation, frustration with adult players, and not caring. The vast majority of participants (29 of 35) continued playing their games after experiencing cyberbullying and none reported speaking to someone about their experiences. Overall, the acquired responses suggest that most young gamers experience cyberbullying when playing competitive team-based video games. Such experiences may also be normalized as accepted elements of these games. Further, adults exhibit a number of abusive in-game behaviors which result in player frustration and disappointment. Future research is recommended to encompass a larger pool of participants, identify age and gender differences in cyberbullying experiences, and determine if the unique elements of competitive video gaming may contribute to an increase in the frequency and severity of cyberbullying.
Electronic reproduction.
Ann Arbor, Mich. :
ProQuest,
2023
Mode of access: World Wide Web
ISBN: 9798351446929Subjects--Topical Terms:
524863
Clinical psychology.
Subjects--Index Terms:
Children and adolescentsIndex Terms--Genre/Form:
542853
Electronic books.
An Inventory on the Experiences and Reactions of Child and Adolescent Video Gamers to Toxic Communications and Behaviors in Team-Based Competitive Online Video Games.
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Video games are popular among today's youth, who have access to increasingly integrated voice and text-based communications. There is limited research on the experiences of youth playing competition-oriented team-based video games, many of which maintain ranking systems that compare one's overall skill level to the rest of the player base. The purpose of this study was to develop an inventory of the cyberbullying behaviors experienced by youth video gamers along with their subsequent reactions. Video game cyberbullying was defined to include name calling, use of slurs, intentional sabotage of games, and threats of physical harm. Youth participants (N = 35) who reported regularly playing competition-based video games were provided anonymous online surveys to explore the types of cyberbullying they experienced and their ensuing reactions. Nearly all participants (32 of 35) reported being called a bad or name, and a majority (23 of 35) reported having another player state they would either hurt them or wish they were hurt. Common themes among participant responses to in-game cyberbullying included emotional distress, verbal retaliation, frustration with adult players, and not caring. The vast majority of participants (29 of 35) continued playing their games after experiencing cyberbullying and none reported speaking to someone about their experiences. Overall, the acquired responses suggest that most young gamers experience cyberbullying when playing competitive team-based video games. Such experiences may also be normalized as accepted elements of these games. Further, adults exhibit a number of abusive in-game behaviors which result in player frustration and disappointment. Future research is recommended to encompass a larger pool of participants, identify age and gender differences in cyberbullying experiences, and determine if the unique elements of competitive video gaming may contribute to an increase in the frequency and severity of cyberbullying.
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