Dados Bibliográficos

AUTOR(ES) M.E. Ballard , Kelly Marie Welch
AFILIAÇÃO(ÕES) Department of Psychology, Appalachian State University, Boone, NC, USA, Appalachian State University, Boone, NC, USA
ANO 2017
TIPO Artigo
PERIÓDICO Games and Culture
ISSN 1555-4120
E-ISSN 1555-4139
DOI 10.1177/1555412015592473
CITAÇÕES 7
ADICIONADO EM 2025-08-18
MD5 3a82082421b441f4dba1ab925469635b

Resumo

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.

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