In video games: the experience of cyberaggression in State of Mexico students during 2020-2021 lockdown

Authors

DOI:

https://doi.org/10.56162/transdigital148

Keywords:

Cyberbullying, ICT, gender violence, videogames

Abstract

The aim of the research was to account for the global incidence and severe incidence of cyberbullying, particularly in video game attacks. In addition, we wanted to understand the experience of gamers who suffered, perpetrated, or observed virtual aggression. The sample was made up of 6,915 young middle school, high school, and undergraduate students in the State of Mexico. The research was developed with the application of a Google Forms questionnaire (75 questions), plus virtualized ethnography; the latter under the premise of being there, without being. Among the main results, a global incidence of 33.5% of the student body that has suffered attacks in video games was found (37% as a cyber victim; 17.5% as a perpetrator; and 46% as an observer). It is highlighted that there is a serious incidence of 3.1% of the students, who are systematically involved in aggressions more than ten times a week. It is concluded that during the 2020-2021 lockdown the boys were who mostly suffered attacks in video games, and they also were who most frequently annoy or attack, ruining the game in a video game. Likewise, they are involved in loops of violence. That is, when faced with an insult they react with more insults that even escalate to threats in the offline world. The girls suffer from sexist insults, since their ability as gamers is underestimated. The trivialization of violence and the absence of complaints in the context of video games is constant.

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Published

02-10-2022

How to Cite

Velázquez Reyes, L. M. (2022). In video games: the experience of cyberaggression in State of Mexico students during 2020-2021 lockdown. Transdigital, 3(6), 1–20. https://doi.org/10.56162/transdigital148

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Research reports

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