Professional Documents
Culture Documents
01
CYBERBULLYING,
DEPRESSION, AND
GAMING
KAYLYNN CROMER
AERIN MITCHELL
02
CYBERBULLYING
& HARASSMENT
03
CYBERBULLYING
DEFINITION:
SUCH FORMS INCLUDE (BUT ARE NOT LIMITED TO) PHYSICAL, VERBAL,
PSYCHOLOGICAL, RELATIONAL, AND SEXUAL HARASSMENT. (MCINROY & MISHNA, 2017; MISHNA ET AL., 2016) .
FORMS OF HARASSMENT COMMON TYPES OF CYBER
HARASSMENT IN GAMING:
Physical:
a. in-game harassment (i.g. Griefing,
extreme looting)
b. Out-game harassment (doxing, swatting,
threatening physical violence)
ROCKET APEX
CALL OF DUTY LEAGUE FORTNITE LEGENDS
THE NEWCOMER
VALORANT
DEVS CAN’T EVEN ENJOY THEIR OWN GAMES
12
13
OTHER IDEAS?
QUESTION: HOW ELSE CAN WE CUT DOWN ON
CYBERBULLYING?
15
MENTAL HEALTH
& GAMING
16
for a video game addiction diagnosis in the US, UK, Canada, and
Germany.
which, 11-12 percent are boys, and 6-7 percent are girls.
18
HOWEVER
RESEARCH
Active games from the Wii system, Xbox Kinetic, PlayStation Move,
Nintendo Switch, and now the newly emerging VR systems help keep
everybody not just children active during the pandemic, when they
really need it most.
10
2. Life is Strange (
3. Celeste (Matt Makes Games)
4. Night in the Woods (Infinite Fall/ Finji)
5. Pry (Tenderclaws)
6. Stardew Valley (ConcernedApe/ Chucklefish)
VIDEO GAMES THAT HELP & THEIR 7. Gris (Nomada Production / Devolver Digital)
8. Child of Light (Ubisoft)
DEVELOPERS/PUBLISHERS 9. The Last of Us (SONY Computer Entertainment/ Naughty
Dog)
Here is a list of games that either promote good mental 10. Wolfenstein 2: The New Colossus (MachineGames/
Bethesda)
health or shine a light on how the disease affects regular 11. Limbo (Playdead / Double Eleven)
people. 12. Persona 5 (Atlas & Atlas USA/ SEGA/ Deep Silver)
As always, there are more games than what is on 13. Dark Souls(Namco Bandi/ FromSoftware
this list and if possible you should try them out so 14. HellBlade: Senua’s Sacrfice (Ninja Theory)
15. Elude (Rock Interactive)
that more games about mental health could be
16. Depression Quest (The Quinnspiracy)
made.
17. Actual Sunlight (WZO Games Inc.)
18. Flower (Thatgamecompany, Bluepoint Games/
Annapunra Interactive, Sony Interactive Entertainment)
19. Sym (Atrax Games/ Mastertronic)
20. Aether (Armor Games)
NONPROFITS THAT WERE MADE TO CONNECT
MENTAL HEALTH & VIDEO GAMES
There are three non-profit organizations that I found that focus solely on developing games for and with mental health
patients in mind.
They are:
Orpheus Self Care Entertainment, IThrive Games Foundation, & Take This
16
Blair, J. (2003). New breed of bullies torment their peers on the internet. Education Week, 22(21), 6.
Brunborg, G. S., Mentzoni, R. A., & Frøyland, L. R. (2014). Is video gaming, or video game addiction, associated with depression,
academic achievement, heavy episodic drinking, or conduct problems?, Journal of Behavioral Addictions JBA, 3(1), 27-32.
Retrieved Mar 11, 2021, from https://akjournals.com/view/journals/2006/3/1/article-p27.xml
Campbell, M. (2005). Cyber bullying: An Old Problem in a New Guise? Australian Journal Of Guidance & Counseling, 15(10), 68-76.
Cotler, J., Fryling, M., Siena College, Rivitoso, J. (2017). Causes of cyberbullying in multi-player online gaming environments: gamer
perceptions. Journal of Information Systems Applied Research 10(1), 4-14
Dr.K. (2020, June 17). VIDEO GAME ADDICTION STATISTICS 2020: IS THE WORLD ADDICTED TO VIDEO GAMES? Healthy
Gamer. https://www.healthygamer.gg/video-game-addiction-statistics/
Ferguson, C. J., & Wang, C. J. (2021, January 11). Aggressive Video Games Are Not a Risk Factor for Mental Health Problems in
Youth: A Longitudinal Study. Retrieved March 11, 2021, from https://doi.org/10.1089/cyber.2020.0027
Fox, J., & Tang, W. Y. (2016). Women's experiences with general and sexual harassment in online video games: Rumination,
organizational respon- siveness, withdrawal, and coping strategies. New Media & Society, 19(8), 1290–1307.
https://doi.org/10.1177/1461444816635778
REFERENCES
Fryling, M., Cotler, J., Rivituso, J., Mathews, L., & Pratico, S. (2014, November 6-9). Cyberbullying or normal game play? Impact of
age, gender, and experience on perceptions regarding cyberbullying in multi-player online gaming environments. Paper
presented at the Conference on Information Systems Applied Research (CONISAR), Baltimore, MD.
Furnham, A., Richards, S. C., & Paulhus, D. L. (2013). The dark triad of personality: A 10 year review. Social and Personality
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Hanish, L. D., & Guerra, N. G. (2000). Children who get victimized at school: What is known? What can be done? Professional School
Counseling, 4, 113–119
Harris, W. (2019, January 30). 10 Video Games That Deal With Mental Illness. The Gamer.
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Juvonen, J., & Gross, E. (2008). Extending the School Grounds?-Bullying Experiences in Cyberspace. Journal of School Health, 78(9),
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Mishna, F., McInroy, L. B., Lacombe-Duncan, A., Bhole, P., Van Wert, M., Schwan, K., ... Pepler, D. J., et al. (2016). Prevalence,
motivations, and social, mental health and health consequences of cyberbullying among school-aged children and youth:
Protocol of a longitudinal and multi-perspective mixed method study. JMIR Research Protocols, 5(2), e83.
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REFERENCES
Mishna, F., McInroy, L. B. ( 2017). Cyberbullying on online gaming platforms for children and youth. Child Adolescent Social Work
Journal 34: 597-607. DOI 10.1007/s10560-017-0498-0
Olweus, D. (1991). Bully/victim problems among school children: Basic facts and effects of a school based intervention program. In D.
Pepler & K. Rubin (Eds.), The development and treatment of childhood aggression (pp. 411–448). Hillsdale, NJ: Lawrence
Erlbaum Associates.
Parker, L. (2019, March 24). Depressed and Anxious? These Video Games Want to Help. New York Times.
https://www.nytimes.com/2019/03/24/technology/personaltech/depression-anxiety-video-games.html
Patchin, J., & Hinduja, S. (2006). Bullies Move Beyond the School Yard: A Preliminary Look at Cyberbullying: Sage Publications Inc.
Pina, A. Gannon, T. A., & Saunders, B. (2009). An overview of the literature on sexual harassment: Perpetrator, theory, and treatment
issues. Agression and Violent Behavior, 14(2), 126-138. https://doi.org/10.1016/j.avb/2009.01.002
Rivituso, G. (2012). An Exploration of the Lived Experiences and the Psychological Impact of Cyberbullying Victimization Among
College Students: An Interpretive Phenomenological Analysis. (Ed.D.), Northeastern University, Boston, MA.
Rivituso, J. (2014). The Lived Experiences and Psychological Impact of Cyberbullying Victimization Among College Students. Journal
of Information Systems Education (JISE), 24(4), 71-75.
REFERENCES
Santos, I. K. dos, Medeiros, R. C. da S. C. de, Medeiros, J. A. de, Almeida-Neto, P. F. de, Sena, D. C. S. de, Cobucci, R. N., Oliveira,
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Shaw, A. (2012). Do you identify as a gamer? Gender, race, sexuality, and gamer identity. New Media & Society, 14(1), 28–44.
https://doi.org/10. 1177/1461444811410394
Smith IV, J. (2015, June 4). These 6 Unique Video Games Battle Anxiety and Depression, One Level at a Time. Mic.
https://www.mic.com/articles/120006/these-6-video-games-tackle-anxiety-and-depression-one-level-at-a-time
Strom, P., & Strom, R. (2005). Cyberbullying by Adolescents: A Preliminary Assessment. The Educational Forum, 70, 21-32.
Tang WY, Reer F, Quandt T. Investigating sexual harassment in online video games: How personality and context factors are related to
toxic sexual behaviors against fellow players. Aggressive Behavior. 2020;46: 127–135. https://doi.org/10.1002/ab.21873
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