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DIGITAL GAME, CYBERBULLYING AND RISK FOR TEENAGERS

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DIGITAL GAME, CYBERBULLYING AND RISK FOR TEENAGERS

Autori:

Mhana KHATIB

Cod: ISSN: 2066-6861 (print), ISSN: 2067-5941 (electronic)
Dimensiuni: pp. 19-27

 

 

How to cite this article:

Khatib, M. (2018). Digital Game, Cyberbullying and Risk for Teenagers. Social Research Reports, 10(3), 19-27.

 

 

Abstract:

Digital games are an integral part of the daily routine of children and teenagers. More than 95% of them spend a large part of their free time to it (Greenberg, Sherry, Lachlan, Lucas & Holmstrom 2010). Since many of the games contain blatant elements of violence, by the last few years there is an argument regarding the infl uence these games have on violent aspects of the personalities and behavior of the players. Due to the centrality of digital games in the leisure culture of children and teenagers, it is especially important to understand the impact of violent digital games on this age group. A large part of the digital games, including multiplayer games that have become part of almost all types of users in recent years, include a main component of violence. Most teenagers in modern western societies use the internet and computer games in various places (home, school, and friends) and on various devices (computer, tablet, cell phone). According to a survey performed in the United States in 2010, 84% of ages 8-18 have access to the internet from their homes, an increase of about 14% of the estimated home-based approach fi ve years earlier, and it was also found that young people spend about two and a half hours a day using computers. In Europe, 60% of ages 9-16 use the internet almost every day, for an hour and a half on average, and the average age of joining is 9 years old (Livingstone et al., 2011). In Israel, 86% of ages 12-18 use the internet every day.

Keywords:

risk, internet, digital games, compulsiveness, aggression, cyberbullying.

 

Download: DIGITAL GAME, CYBERBULLYING AND RISK FOR TEENAGERS

 

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