Behind the screen: How gaming habits, motives, and content shape cyberbullying behaviour

IF 4.9 Q1 PSYCHOLOGY, EXPERIMENTAL
Hu Yunhao , Evelyn Sophie , Clancy Elizabeth M. , Klettke Bianca
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引用次数: 0

Abstract

Introduction

This systematic review evaluates the prevalence, characteristics, and predictors of cyberbullying behaviour in multiplayer online games.

Methods

Following the PRISMA framework, seven databases were searched from inception until August 24th, 2024. Peer-reviewed journal articles and grey literature addressing cyberbullying within multiplayer online gaming environments were included, without constraints on study design or publication date. The quality of individual studies was assessed using the Joanna Briggs Institute Critical Appraisal tool. A total of 64 studies were included for analysis.

Results

Findings revealed notable methodological variance, including a wide array of measurements and definitions of cyberbullying. Prevalence rates indicated that men are more likely to be both perpetrators and victims. Key themes such as anonymity, bidirectionality, competitiveness, and normalization emerged as potential predictors of cyberbullying in gaming. Common coping strategies included ignoring/blocking the perpetrator, and gender concealment for women. Organizational response to cyberbullying was mostly deemed to be insufficient by gamers. There was a paucity of studies examining the association between violent content exposure and cyberbullying in gaming.

Discussion

While findings do not provide conclusive evidence on the main factors driving cyberbullying in online gaming, they underscore avenues for further research and intervention. Standardising definitions and methodologies can improve our understanding of cyberbullying behaviour. Implementing measures such as community-building features, delayed match statistics, and temporary communication freezes after character deaths may help curb impulsive cyberbullying.
屏幕背后:游戏习惯、动机和内容如何塑造网络欺凌行为
本系统综述评估了多人在线游戏中网络欺凌行为的流行程度、特征和预测因素。方法按照PRISMA框架,检索自数据库建立至2024年8月24日的7个数据库。研究纳入了涉及多人在线游戏环境中的网络欺凌的同行评议期刊文章和灰色文献,不受研究设计或出版日期的限制。使用乔安娜布里格斯研究所关键评估工具评估个体研究的质量。共纳入64项研究进行分析。结果:研究结果显示了显著的方法差异,包括广泛的测量和网络欺凌的定义。流行率表明,男性更有可能既是施暴者又是受害者。匿名性、双向性、竞争性和规范化等关键主题成为游戏中网络欺凌的潜在预测因素。常见的应对策略包括忽视/阻止犯罪者,以及对女性隐瞒性别。大多数玩家认为组织对网络欺凌的反应不够充分。关于暴力内容暴露与游戏中的网络欺凌之间关系的研究很少。虽然研究结果并没有提供导致网络游戏中网络欺凌的主要因素的结论性证据,但它们强调了进一步研究和干预的途径。标准化定义和方法可以提高我们对网络欺凌行为的理解。实施社区建设功能、延迟比赛统计、角色死亡后暂时冻结通讯等措施可能有助于遏制冲动性网络欺凌。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
CiteScore
7.80
自引率
0.00%
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