According to Tim Collins Mailonline, in his article, “It's just part of gaming: Shocking survey finds one in two young people experience bullying when playing online games” published on May 31, 2017, in Daily Mail.com, a new study found that about 57% of young online gamers between the ages of 12 and 26 have been experienced of cyberbullying in gaming world. Mailonline (2017) used the results of survey from Ditch the Label which is a charity against bullying. The author states that when Ditch the Label questioned over 2,500 young people ages from 12 to 26, over half of respondents had been bullied during the online game. Around 53% of participants said that more moderators such as cyber police are needed to control in the online space. Moreover, …show more content…
Due to bullying or trolling taking place in online communities, nearly half of respondents either considered stopping online game or actually stopped playing it. Mailonline (2017) refers to Bailey Michell who is playing online game frequently said that “I started gaming at 10 and the bullying happens all the time, it’s pretty constant” (para. 7). The author then continuously used Bailey’s word that if someone isn’t good role in gaming, they will be blamed excessively, even they could receive messages about insulting their parents or death threats. Also, the author notes that the research requested some recommendation the way of solving the problem to make better place on online. Many people agreed that we must take this problem more seriously as well as game users insisted that more reporting and safeguard are needed to protect cyberbullying. The author refers to Dr. Ian Rivers who is a psychologist said that “Online games are often violent and based upon conflict however this study also shows us that we also need to look at the ways in which people interact online while gaming” (Mailonline, 2017,
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Prolonged use of electronic screen products causing eye and visual discomfort, blurred vision and even double vision. Also a fixed posture can cause or exacerbate musculoskeletal symptoms. For the psychosocial health, it is easy to cause addiction and cyber-bullying through playing games. As gamers spent most of time on online game and electronic screen products, it affects their daily routine such as studying and working. Also, characteristics of the current information and communication technology make cyber-bullying happen more easily, their self esteem may become lower after cyber-bullying by others.
Online it is so easy to bully someone without getting into trouble for doing it, this is why more bullying happens online than in person. This issue affects everyone being bullied, and it can happen to anyone. Cyberbullying is a big problem and needs to be solved, online speech should be limited because cyberbullying happens to so many people, it could help stop harassment, and it could help more people get involved. Cyberbullying happens more than we recognize. 25% of people say they have been cyberbullied within their lifetimes (Doc A).
1 out of 4 has had it happen more than once. 3 percent of children report seeing bullying or tormenting online. Teenagers utilize a mobile phone routinely, making it the most widely recognized medium for cyberbullying. Teenagers concur that cyberbullying is a difficult issue. Adolescents who have seen online tormenting say that they have overlooked it.
To most people the general stereotype of a bully is a oversized male who physically and verbally harms a smaller weaker student. With the internet any small physically weak child can become as much of a bully as the big and the brute but with even more impact. Second, most children who go through face to face bullying say that when they get home nothing can happen to them, but through the internet anyone can be harmed anywhere and anytime even in their “safe” homes. Cyberbullying can happen in any circumstances making it easier for anyone to bully another. It can happen through any electronic device through texting, the internet, social media, and even video games.