丹帕克有毒游戏Terhadap网络欺凌

Rosalina Febrianti, Eppy Setiyowati
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引用次数: 1

摘要

随着科技的进步,网络游戏增加了交流功能,以促进团队合作。然而,事实证明,这些功能被滥用并引发了网络欺凌。多达62%或1400万年轻玩家在他们玩的网络游戏中成为欺凌的受害者。本研究旨在阐明有害游戏对青少年网络欺凌的影响程度。将采用定性设计,其中数据将通过描述性方法和深度访谈收集,面对面与10名年龄在13-18岁之间的受访者,在泗水,东爪哇的各个地区。研究发现,网络欺凌是网络游戏中的一种压迫行为,它是由肇事者对受害者的情绪状态所推动的,对心理健康有不利影响。然而,受访者的陈述显示,在这个时代,网络欺凌被认为是一种常态,受害者往往无法采取有意义的行动。结论:网络欺凌是一种通过网络媒体进行的压迫形式,由各种动机驱动,例如肇事者对受害者的情绪状态。网络欺凌的影响可能相当危险,因为它会破坏心理健康,甚至导致受害者考虑自杀。然而,我们的受访者表示,网络欺凌对他们的个人生活没有影响或影响。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Dampak Toxic Game Terhadap Cyber Bullying
With the advancement of technology today, online games have added communication features to facilitate teamwork. However, it turns out that these features are being misused and trigger cyberbullying. As many as 62% or 14 million young gamers have become victims of bullying in the online games they play. This research was conducted to elucidate the extent to which toxic games impact cyberbullying among adolescents. A qualitative design will be employed, where data will be collected through descriptive methods and deep interviews conducted face-to-face with 10 respondents aged between 13-18 years, in various regions of Surabaya, East Java. The Research found that cyberbullying, a form of oppressive behavior in online games, is fueled by the emotional state of the perpetrators towards their victims and has detrimental effects on mental health. However, statements from respondents reveal that, in this era, cyberbullying is considered a norm and that victims are often unable to take meaningful action. Conclusion: Cyberbullying is a form of oppression carried out through online media, driven by various motives such as the emotional state of the perpetrator towards the victim. The impact of cyberbullying can be quite dangerous as it can disrupt mental health and even lead victims to contemplate suicide. However, our respondents stated that cyberbullying has no impact or influence on their personal lives.
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