Cyber Harassment of Children with Special Reference to Digital Games

被引:0
|
作者
Baltezarevic, Vesna [1 ]
Baltezarevic, Radoslav [2 ]
Baltezarevic, Ivana [1 ]
机构
[1] Univ Megatrend, Pravnom Fak, Beograd, Serbia
[2] Univ Megatrend, Fak poslovne studije, Beograd, Serbia
关键词
cyber-harassment; children; digital games; digital safety; VIOLENT VIDEO GAMES; ONLINE HARASSMENT; YOUTH; AGGRESSION; VICTIMIZATION; IMPACT;
D O I
10.2298/TEM2302261B
中图分类号
DF [法律]; D9 [法律];
学科分类号
0301 ;
摘要
Children in the modern environment are increasingly becoming active users of digital technologies. In a digital environment, they communicate with their peers, watch video content or have fun playing digital games. However, their inexperience can often expose them to malicious activities from other Internet users, such as cyber-harassment. Cyberbullies can be individuals or groups that use audio and/ or visual content to single out a child as a target for abusive and harassing behaviour (for various reasons). Such activities can have long-term consequences for children (anxiety, depression, low self-esteem, suicidal thoughts), especially if they last for a long period of time, and if the children do not see a way out of such a situation. Parents have certainly been identified as the first line of defence against cyber-bullying. By talking about children's digital activities, playing digital games together, and constantly monitoring children's behaviour in the digital environment, it is possible to detect the problem in time and protect children's digital safety. Also, companies that produce digital games, with the development of adequate software, and initiatives that punish the disturbing behaviour of cyber bullies, but also praise the fair and sporting behaviour of other users, contribute to suppressing such phenomena. The subject of this article refers to the analysis, identification and prevention of cyber harassment to which children are exposed in the virtual environment, especially while interacting with other players in the process of playing digital games. The aim of the paper is to point out the problem of cyber harassment of children and to let the general public know that more attention must be paid to this problem.
引用
收藏
页码:261 / 284
页数:24
相关论文
共 50 条
  • [1] Understanding the mediator and moderator role of digital citizenship on cyber harassment
    Macharia, Mary
    Dunaway, Mary
    INFORMATION TECHNOLOGY & PEOPLE, 2025,
  • [2] Special Section on Innovations in Digital Games
    Chu, Narisa N. Y.
    Kao, Wen-Chung
    IEEE TRANSACTIONS ON CONSUMER ELECTRONICS, 2012, 58 (02) : III - III
  • [3] SPECIAL SECTION ON DIGITAL ECOSYSTEMS AND CYBER ENGINEERING
    Chang, Elizabeth
    Dillon, Tharam S.
    Damiani, Ernesto
    Manic, Milos
    Karduck, Achim P.
    Kuster, Marc
    Talevski, Alex
    Stan, Sergiu-Dan
    Petersen, Stig
    IEEE TRANSACTIONS ON INDUSTRIAL ELECTRONICS, 2011, 58 (06) : 2059 - 2064
  • [4] Peer socialization of male adolescents in digital games: Achievement, competition, and harassment
    Waechter, Natalia
    Meschik, Markus
    COMMUNICATIONS-EUROPEAN JOURNAL OF COMMUNICATION RESEARCH, 2023, 48 (04): : 457 - 481
  • [5] Digital games as creativity enablers for children
    Ott, Michela
    Pozzi, Francesca
    BEHAVIOUR & INFORMATION TECHNOLOGY, 2012, 31 (10) : 1011 - 1019
  • [6] Digital harassment
    Clark, R
    NEW SCIENTIST, 2000, 168 (2263) : 63 - 63
  • [7] Digital Games Accessibility Introduction to the Special Thematic Session
    Archambault, Dominique
    Dupire, Jerome
    COMPUTERS HELPING PEOPLE WITH SPECIAL NEEDS, PT I, 2018, 10896 : 241 - 244
  • [8] Cyber Safe Curricula and Online Harassment
    Greenhalgh-Spencer, Heather
    EDUCATIONAL THEORY, 2019, 69 (01) : 73 - 89
  • [9] Special Issue on Human Computer Interactions in Digital Games
    Lin, Jih-Hsuan
    INTERNATIONAL JOURNAL OF TECHNOLOGY AND HUMAN INTERACTION, 2015, 11 (03) : IV - VI
  • [10] Copyright in the digital age + Special reference to cinema
    Lucas, A
    POSITIF, 1997, (435): : 80 - 81