Virtual Warfare

Virtual Warfare
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虚拟战争

DOI:
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发表时间:
2017
期刊:
Games Cult.
影响因子:
--
通讯作者:
K. Welch
K. Welch
中科院分区:
--
文献类型:
--
作者:
M. Ballard;K. Welch

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大型多人在线游戏 (MMOG) 的流行引发了人们的担忧,认为这是网络欺凌的根源。我们使用在线调查来研究 MMOG 游戏中网络欺凌的普遍性和类型以及欺凌行为的群体差异。由于大多数 MMOG 都是暴力的,而且研究表明电子媒介的欺凌发生率很高,因此我们预测网络欺凌在 MMOG 游戏中会很常见。参与者 (N = 151)(自选的 MMOG 玩家样本)经常报告称在 MMOG 游戏过程中受到网络受害者 (52%) 和参与网络欺凌 (35%)。排名是网络欺凌最常见的动机。我们发现 (a) 男性在 MMOG 中实施的网络欺凌行为多于女性; (b) 异性恋者实施欺凌行为的比例高于女同性恋、男同性恋、双性恋和跨性别者 (LGBT) 参与者; (c) 女性和 LGBT 参与者遭遇性相关网络受害的比例明显更高; (d) 对手比队友更容易受到欺凌。受害率和犯罪率大幅重叠。
The popularity of massively multiplayer online games (MMOGs) has elicited concern that this is a context for cyberbullying. We used an online survey to examine the prevalence and types of cyberbullying in MMOG play and group differences in bullying behavior. Since most MMOGs are violent and research indicates that electronic mediums have high rates of bullying, we predicted that cyberbullying would be common in MMOG play. The participants (N = 151)—a sample of self-selected MMOG players—frequently reported being cyber-victimized (52%) and engaging in cyberbullying (35%) during MMOG play. Rank was the most common motive for cyberbullying. We found that (a) males perpetrate more cyberbullying in MMOGs than females do; (b) heterosexuals perpetrate bullying at higher rates than lesbian, gay, bisexual, and transgender (LGBT) participants do; (c) female and LGBT participants experienced significantly higher rates of sexually related cyber-victimization; and (d) opponents are bullied more than teammates. Rates of victimization and perpetration overlapped substantially.
在欺凌受害的大背景下定义和衡量网络欺凌。
DOI: 10.1016/j.jadohealth.2011.12.031
发表时间: 2012
期刊: The Journal of adolescent health : official publication of the Society for Adolescent Medicine
影响因子: --
作者:
Ybarra,MicheleL;Boyd,Danah;Korchmaros,JosephineD;Oppenheim,JayKoby
通讯作者: Oppenheim,JayKoby