Skip to main content

ETHNOS_APP

Home • Search • Journals • List 0

Cyberbullying and white knight perpetration and victimization in online social videogame play

Bibliographic Data

ID21624979
AuthorsM E Ballard (0000-0002-5127-4285, Appalachian State University, corresponding author)
Year2026
Volume45
Issue4
Publication date2026-02-01
Open AccessYes
TypeARTICLE
VenueCurrent Psychology (JOURNAL)
Journal identifiersISSN: 1046-1310 • E-ISSN: 1936-4733
PublisherSpringer Science and Business Media LLC (PUBLISHER)
DOI10.1007/s12144-025-08845-1
OpenAlexW7125910046
LanguageEN
References cited30

This study examined cyberbullying and white knight perpetration and victimization in online videogame play among undergraduates. White knight behavior is when a bystander not directly involved in the gaming situation steps in to “help” or “rescue” a player who has not asked for help. This study focused on the demographic characteristics that predicted cyberbullying and white knight victimization and perpetration in popular online gaming genres. Participants included 358 undergraduate students ( M age = 19.1). Participants identified as female (57%), male (41%), and nonbinary (3%). Participants completed an online survey examining cyberbullying and white knight perpetration and victimization during a single session. Cyberbully victimization and perpetration were reported by 1/3 of participants who played Role Playing Games (RPGs) and First Person Shooter (FPS) games and was less common in simulation (SIM) and sports games. Males reported higher levels of cyberbully victimization and perpetration than non-males. Verbal bullying and griefing (intentionally disrupting game play) were the most common cyberbullying behaviors. White knight behavior was less common than other types of cyberbullying, but was reported by over 40% of RPG players. Non-males and queer (not cisgendered and/or heterosexual) players reported greater white knight victimization. Participants reported negative mental health outcomes that were correlated with cyberbullying and white knight victimization

Bystander effect · Injury prevention · Knight · Poison control · Suicide prevention · Bullying, Victimization, and Aggression · Digital Games and Media · Impact of Technology on Adolescents

  • The effect of video game competition and violence on aggressive behavior

    Paul J C Adachi, Teena Willoughby•Psychology of Violence•2011

  • Characterization of Cyberbullying Victimization and Perpetration Before and During the Covid-19 Pandemic in Spain

    Open Access•Irene Morales-Arjona, Guadalupe Pastor-Moreno et al.•Cyberpsychology Behavior and…•2022

  • Kawaii Killers and Femme Fatales

    Jessica E Tompkins, Teresa Lynch et al.•Journal of Broadcasting &…•2020

  • Exploring White Knight Syndrome in an Indian Setting

    Open Access•Shreemayee Ray, Mohammed Afsar et al.•Human Arenas•2025

  • Sexism in online video games

    Open Access•Jesse Fox, Wai Yen Tang•Computers in Human Behavior•2013

  • Examining Cybersexism in Online Gaming Communities

    Open Access•Pablo Vergel, Daniel La Parra‐casado et al.•Trauma Violence & Abuse•2024

  • ‘You Game Like a Girl’

    Open Access•Danielle Kelly, Danielle Hutcheon et al.•Games and Culture•2023

  • A Phenomenological Investigation into Cyberbullying as Experienced by People Identifying as Transgender or Gender Diverse

    Open Access•Sophie Evelyn, Elizabeth M Clancy et al.•International Journal of…•2022

  • SeX-Box

    S Paul Stermer, Melissa Burkley•Psychology of Popular Media Culture•2012

  • Cyberbullying and Bullying

    Open Access•Marina Carvalho, Cátia Branquinho et al.•Child Indicators Research•2020

  • The “white knight” effect

    Ruschelle M Leone, Anne Marie Schipani‐mclaughlin et al.•Psychology of Men & Masculinity•2020

  • Social Context and Video Game Play

    M E Ballard, Kara Visser et al.•Mass Communication & Society•2012

  • Hostile and Benevolent Sexism

    Open Access•Paul Glick, Peter Glick et al.•Psychology of Women Quarterly•1997

  • Investigating sexual harassment in online video games

    Open Access•Wai Yen Tang, Felix Reer et al.•Aggressive Behavior•2020

  • Men's harassment behavior in online video games

    Open Access•Wai Yen Tang, Jesse Fox et al.•Aggressive Behavior•2016

  • Women's Experiences of Sexual Harassment in Online Gaming

    Open Access•Yiyao Zhou, Zoë D Peterson•Violence Against Women•2024

  • Flattering to deceive

    Aife Hopkins-Doyle, Robbie M Sutton et al.•Journal of Personality and Social…•2019

  • The nature of social dominance orientation

    Arnold K Ho, Jim Sidanius et al.•Journal of Personality and Social…•2015

  • Virtual Warfare

    Open Access•M E Ballard, Kelly Marie Welch•Games and Culture•2017

Highly citedNo

Tools

Open DOIOpen Access
Ethnos_APP • Open Source Project • MIT License • Frontend v2.0.0 • Privacy and Cookies • API Documentation: api.ethnos.app/docs • API Source Code: GitHub • DOI: 10.5281/zenodo.17049435 • Frontend Source Code: GitHub • DOI: 10.5281/zenodo.17050053 • cruz.rio.br • Expectantes Misericordiae