Online Gaming Cyberbullying: Avoidable Hazards in Playing Video Games

by DerdriuMarriner

Dr. Sameer Hinduja of the Cyberbullying Research Center considers online gaming cyberbullying experiences as preventable hazards of playing video games.

Online Gaming Cyberbullying Arises When Technology Betrays Trust

Trolls are cyber equivalents of traditional bullies who make online gaming cyberbullying experiences when they disrupt video games, according to a two-part article published in April and May 2016 by VIRTUS® Online.

Sameer Hinduja, Professor in the School of Criminology and Criminal Justice at Florida Atlantic University in Boca Raton, brings 14 years of research to both articles. He culls data from co-directing the Cyberbullying Research Center, co-publishing articles and books, and co-surveying over 14,000 youths with Justin Patchin, University of Wisconsin-Eau Claire Professor.

“Willful and repeated harm inflicted through the use of computers, cell phones, and other electronic devices” defines cyber, digital, electronic, Internet, mobile, online and text bullying.

Dr. Hinduja examines teens using game consoles and handheld devices to play cyber-bullyable boxed games, digital downloads, free apps, “free-to-play” games, social networking games and subscriptions.

*****

Websites:
http://cyberbullying.org
http://hinduja.org
http://www.patchins.net

*****

Via Twitter account (onlinebullying @onlinebullying), Cyberbullying Research Center tweets updates to the center's report page: "Report Cyberbullying page updated with new contact info for Musical.ly app, etc. http://cyberbullying.org/report/ #edchat"

9:01 AM - 4 May 2016
9:01 AM - 4 May 2016

Online Gaming Cyberbullying Fills Unregulated Video Game-Playing Niches

 

Dr. Hinduja’s research, conducted in 2015, finds that “76 percent of youth surveyed own a gaming console, and 58 percent of kids play online every day.” The survey generates the statistical conclusions that “almost 39 percent consider themselves a ‘gamer’ and fewer than 23 percent stated, ‘I don’t really play video games.’” It hints that most youths “play video games, they are reasonably proficient and they allow their gaming to make up a meaningful portion of their lives.”

Dr. Hinduja indicates that online gaming can make leisure time enjoyably and practically productive by developing sensitivity to storylines and skills for personal and professional success. Video games jeopardize personal safety and self-esteem at their worst and, at their best, strengthen personal interactions and self-growth by relying upon “focus, determination and creativity.” 

 

"Wikipe-tan Battling a Troll in the Darknesses of Ignorance":

Engaging in dialogue with a cyber troll is not an effective strategy. Actions such as blocking, ignoring and reporting cyber trolls are effective strategies.
Wikipe-tan, personification of Wikipedia, was created January 2006 by editor then known as Kasuga.
Wikipe-tan, personification of Wikipedia, was created January 2006 by editor then known as Kasuga.

Online Gaming Cyberbullying Keeps Hackers and Trolls Employed

 

Sites such as CommonSenseMedia.org keep adults vigilant of online gaming cyberbullying by reviewing apps, books, games, movies, music, TV shows and websites 2- to 18-year-olds access. They let parents identify video games that youths can play with peers and, for bonding over shared interests that sustain families, with their fathers and mothers. StaySafeOnline.org makes information, to reinforce and supplement CommonSenseMedia.org, available for adults to maintain secure internet presences for their businesses, their families, their peers and their students. It notes the importance of promoting Data Privacy Day every January 28th, National Cyber Security Awareness Month every October and World Password Day every May 5th.

Dr. Hinduja observes that youths benefit from gentle reminders of blocking, ignoring and reporting emotional button-pushing trolls and from time limits on video game playing hours. 

 

Android: Rock, Paper, Scissors: "Rock, Paper and Scissors don’t have much in common, but that won’t stop them. Be Together. #NotTheSame" ~ Video, shared by Justin Patchin via tweet March 5, 2016, shows important helping-and-healing roles of bystanders.

Published on Feb 28, 2016, by Android ~ URL: https://www.youtube.com/watch?v=UYxpX3N20qU

Online Gaming Cyberbullying Pesters Unprotected Passwords and Privacy

 

The second part of the article entitled “Preventing Cyberbullying in Online Gaming” by Dr. Hinduja provides clear information on preventing and suppressing online gaming cyberbullying experiences.

ESRB.org, site of the Entertainment Software Rating Board, qualifies as a respected source for third party rating systems on age-appropriate categories, content descriptors and interactive elements.

Dr. Hinduja reveals that hackers and trolls can make playing video games unenjoyable and unsafe even when categories and content do not seem age- or subject-inappropriate. He states that parents will be less anxious and youths less vulnerable when cheats, modified content and functions, shortcuts, and text and voice chats are disallowed. 

Video games tend to go safest and smoothest with people already in the players' personal lives, not with hackers, trolls, web-ragers: the Strangers on the Internet. 

 

Cyberbullying Summarized

Uploaded on Jul 1, 2009, by cyberbullyresearch ~ URL: https://www.youtube.com/watch?v=33ldvmIjWN4

Acknowledgement

 

My special thanks to:

  • Talented artists and photographers/concerned organizations who make their fine images available on the Internet;
  • Virginia Polytechnic Institute and State University for superior on-campus and on-line resources. 

 

The role of bystanders in cyberbullying

Uploaded on Jul 1, 2009, by cyberbullyresearch ~ URL: https://www.youtube.com/watch?v=H0P0Is0qgH0

Sources Consulted

 

“About Us.” Cyberbullying Research Center > Connect.

  • Available @ http://cyberbullying.org/about-us

“ESRB Ratings Guide.” Entertainment Software Rating Board ESRB.org > ESRB Ratings.

  • Available @ http://www.esrb.org/ratings/ratings_guide.aspx

Hinduja, Sameer. “Preventing Cyberbullying in Online Gambling, Part 1." VIRTUS® Online > Training > Training Bulletins > Protecting God’s Children for Adults.

  • Available @ https://www.virtusonline.org/mytraining/display_mtb.cfm?mtb_id=1822&mtb_type_id=2
  • Also available through The Blue Hills Collaborative @ http://www.bluehillscollaborative.org/160

Hinduja, Sameer. “Preventing Cyberbullying in Online Gaming, Part 2.” VIRTUS® Online > Training > Training Bulletins > Protecting God’s Children for Adults.

  • Available @ https://www.virtusonline.org/mytraining/display_mtb.cfm?mtb_id=1827&mtb_type_id=2&msg=Thank%20you%20for%20providing%20your%20feedback%2E#quiz

"I Want to Stay Safe Online." StaySafeOnline.org.

  • Available @ http://staysafeonline.org/stay-safe-online/ 

Patchin, Justin W., and Sameer Hinduja. 2016. Bullying Today: Bullet Points and Best Practices. Thousand Oaks CA: Corwin Press.

“Reviews.” CommonSenseMedia.org.

  • Available @ https://www.commonsensemedia.org/reviews

 

"Don't feed the trolls":

The advice to block, ignore and report cyber trolls is often phrased as "Do not feed the trolls." Cyber trolls feed on reactions.
Fløyen, a city mountain in Bergen, southwestern coastal Norway
Fløyen, a city mountain in Bergen, southwestern coastal Norway
the end which is also the beginning
the end which is also the beginning

Bullying Today: Bullet Points and Best Practices by Justin W. Patchin and Sameer Hinduja ~ Available now via Amazon

The authors state in their preface: "Like all of our work, 'Bullying Today' is grounded in research and guided by the practical experiences of those who confront bullying on a daily basis."
cyberbullying

Me and my purrfectly purrfect Maine coon kittycat, Augusta "Gusty" Sunshine

Gusty and I thank you for reading this article and hope that our product selection interests you; Gusty Gus receives favorite treats from my commissions.
DerdriuMarriner, All Rights Reserved
DerdriuMarriner, All Rights Reserved
Updated: 05/12/2016, DerdriuMarriner
 
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DerdriuMarriner on 05/12/2016

Mira, Cyberbullying is worse than traditional bullying because of its possible viral reaches (space-wide if we become an interplanetary species).
Cybergames train players to detect and react quickly and smartly even though the cognitive development that the Internet fosters, according to research ongoing for decades in Virginia universities, is (of course) different from the traditional learning by in-your-face education and experiences (such as field trips and internships). If our future holds becoming an interplanetary species, we definitely will need to have cyberbullying in check and cyberlearning at maximum thrust.

Mira on 05/11/2016

There's just so much coming at young people from all directions online that they're often hit with unpleasant realities whose consequences are felt even more strongly because these kids spend so much time online for fun. On the other hand, the Internet is making the young generation so much smarter than we were at their age :) I'm on the fence on this issue :)

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