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Cyberbullying and Online Gaming

 

Cyberbullying is bullying that takes place over digital devices like cell phones, computers, and tablets. Cyberbullying can occur through SMS, text, and apps, or online in social media, forums, or gaming where people can view, participate in, or share content. Cyberbullying includes sending, posting, or sharing negative, harmful, false, or mean content about someone else. It can include sharing personal or private information about someone else causing embarrassment or humiliation. Some cyberbullying crosses the line into unlawful or criminal behavior.


The most common places where cyberbullying occurs are:

  • Social media, such as Facebook, Instagram, Snapchat, and TikTok
  • Text messaging and messaging apps on mobile or tablet devices
  • Instant messaging, direct messaging, and online chatting over the internet
  • Online forums, chat rooms, and message boards, such as Reddit
  • Email
  • Online gaming communities

Bullying is widespread in the United States. It negatively impacts all youth involved, including those who are bullied, those who bully others, and those who witness bullying, known as bystanders. Bullying can result in physical injury, social and emotional distress, self-harm, and even death. It also increases the risk for depression, anxiety, sleep difficulties, lower academic achievement, and dropping out of school. Youth who bully others are at increased risk for substance misuse, academic problems, and experiencing violence later in adolescence and adulthood. Youth who bully others and are bullied themselves suffer the most serious consequences and are at greater risk for mental health and behavioral problems.

  • Bullying is common. About 1 in 5 high school students reported being bullied on school property. More than 1 in 6 high school students reported being bullied electronically in the last year.
  • Some youth experience bullying more than others. Nearly 40% of high school students who identify as lesbian, gay, or bisexual and about 33% of those who were not sure of their sexual identity experienced bullying at school or electronically in the last year, compared to 22% of heterosexual high school students. About 30% of female high school students experienced bullying at school or electronically in the last year, compared to about 19% of males. Nearly 29% of White high school students experienced bullying at school or electronically in the last year compared to about 19% of Hispanic and 18% of Black high school students.
  • Bullying is a frequent discipline problem. Nearly 14% of public schools report that bullying is a discipline problem occurring daily or at least once a week.
    • Reports of bullying are highest in middle schools (28%) followed by high schools (16%), combined schools (12%), and primary schools (9%).

Reports of cyberbullying are highest in middle schools (33%) followed by high schools (30%), combined schools (20%), and primary schools (5%).

Lesbian, gay, bisexual, transgender, queer, intersex, nonbinary, or otherwise gender non-conforming  (LGBTQI+) youth and those perceived as LGBTQI+ are at an increased risk of being bullied. Results from the CDC’s 2019 Youth Risk Behavior Survey show that, nationwide, more U.S. high school students who self-identify as lesbian, gay, or bisexual (LGB) report having been bullied on school property (32%) and cyberbullied (26.6%) in the past year than their straight peers (17.1% and 14.1%, respectively). The study also showed that more LGB students (13.5%) than straight students (7.5%) reported not going to school because of safety concerns. Students who identified as “not sure” of their sexual orientation also reported being bullied on school property (26.9%), being cyberbullied (19.4%), and not going to school because of safety concerns (15.5%).

LGBTQI+ youth are diverse and have other social identities, (e.g., religion, race/ethnicity) that may compound their experiences with bullying and harassment. Bullying puts all youth at increased risk for depression, suicidal ideation, misuse of drugs and alcohol, experiencing sexual violence, engaging in unsafe sex practices, and can affect academics as well. For LGBTQI+ youth, that risk is even higher. There are important and unique considerations for strategies to prevent and address bullying of LGBTQI+ youth. While some strategies are specifically for LGBTQI+ youth, most, if adopted by schools and communities, make environments safer for all students.

More Resources

One of the most common online meeting spaces for kids today is playing videogames, with 70 percent of youth under the age of 18 playing videogames. Some are solitary or single-player games; others are multi-player. Multi-player games—whether they are played on a computer, game console, handheld system, smartphone, or tablet—allow users to play with people they know in person and others they meet online. Further, 65% of video game players of all ages say they play with others. There are many types of videogames: role-playing, action, shooter, sports, and fighting games. There are also educational games like sandbox/building/constructing games, puzzle games, and others.

Benefits of online gaming

Playing videogames can positively impact a player’s cognitive, emotional, and social skills. It can also help children and teens enhance their problem-solving and strategizing skills. Multi-player team games may help youth learn how to cooperate with others. Youth who play videogames may also improve their motor skills and creativity. Videogames also offer players a space to work out their emotions and can boost a player’s mood and ease anxiety. Gaming can also be a place to make new friends and socialize. It can also provide a bonding activity among siblings or parents and kids.

Risks of online gaming

While gaming has the potential for positive benefits, it is also a place where cyberbullying can happen. If someone is not performing well in a game, other players may curse or make negative remarks that can turn into bullying, or even exclude the person from playing.

Anonymity of players and the use of avatars allow users to create alter-egos or fictional versions of themselves, which is part of the fun of gaming. But it also allows users to harass, bully, and sometimes gang up on other players. When players are anonymous, it can be difficult to hold them accountable when they bully others and use the game as a tool of harassment. Some players may use the game as a means to harass others or to get their personal information, like usernames and passwords. They can even make others’ personal information available online through a tactic called doxing (to search for and publish private or identifying information about a person on the internet, typically with malicious intent).

Doxing can compromise not just a child’s information, but their parent’s information as well, and can make them targets of bullying and harassment. Gamers often use online gaming communities and social media to connect with other players, learn tips and tricks, share strategies, create teams/guilds, and connect while they play or watch others play. These types of online communities are also a place where cybercriminals may seek to cause harm—for instance, by posting links that appear to be game-related but are truly computer viruses or malware (software designed to disrupt, damage or gain access to a computer) or where predators may seek access to children.

Prevent cyberbullying for gamers

Gaming can be a fun, safe, and positive environment for all. Parents can help prevent cyberbullying of their children who play videogames by:

  • Playing the game with the child or observing the game to understand how it works and what a child is exposed to in the game.
  • Checking in periodically about who is online playing the game with them.
  • Knowing which gaming communities, and social media, and apps the child uses while gaming and their security risks which can be researched online.
  • Helping the child set the privacy and security settings for their games and apps.
  • Teaching children about safe digital behavior, including not clicking on links from strangers; not downloading bots (software for automated tasks) or clicking on links in gaming forums; not sharing personal information like emails, phone numbers, addresses, and passwords; not participating in bullying behavior of other players; and what to do if they observe or experience cyberbullying.
  • Establishing rules about how much time a child can spend playing video games.
  • Keeping an open line of communication about the child’s digital life.
    There are things that gamers can do if they are experiencing cyberbullying or seeing it happen to others while gaming:
  • Tell the player who is bullying to stop.
  • Block the player who is bullying from the game and de-friend them on social media and in gaming communities.
  • Report the player who is bullying to the game group, team, platform, community, or developers.
  • Take a break from playing the game.
  • Instruct children to tell a parent or trusted adult and get some support.

Content developed by Centers for Disease Control.

Doxing can compromise not just a child’s information, but their parent’s information as well, and can make them targets of bullying and harassment.

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