Video Games Crime and Next-Gen Deviance 2020
DOI: 10.1108/978-1-83867-447-220201005
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Death by Swat: The Three Elements of Swatting

Abstract: The internet has become so ubiquitous in our lives that much of our commerce, socialising, dating and recreation are now carried out via electronic means (Katz & Rice, 2002). Such a growth in both traffic and time spent on the internet has seen new platforms emerge that allow individuals to easily cross the boundary from analogue reality to digital fantasy. This could be through the careful management of a social media page to present a fictitious account of one's life via platforms such as Facebook, Twitter a… Show more

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Cited by 4 publications
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“…One domain that has not yet been extensively researched is that of the potential intersections between social aspects of online gaming and in-game aggression, which has gained growing attention with the advent of online multiplayer gaming (with live video, audio, and or/chat streams; Freeman, 2018). More information is needed on whether the synchronous and semi-anonymous online multiplayer gaming context may socialize and/or reinforce youth verbal (e.g., hate speech, insults) or even serious physical aggression (e.g., the phenomena of SWATting; Lamb, 2020) in ways not yet captured in the literature to date.…”
Section: Exposure To Online Violent Content and Offline Aggressionmentioning
confidence: 99%
“…One domain that has not yet been extensively researched is that of the potential intersections between social aspects of online gaming and in-game aggression, which has gained growing attention with the advent of online multiplayer gaming (with live video, audio, and or/chat streams; Freeman, 2018). More information is needed on whether the synchronous and semi-anonymous online multiplayer gaming context may socialize and/or reinforce youth verbal (e.g., hate speech, insults) or even serious physical aggression (e.g., the phenomena of SWATting; Lamb, 2020) in ways not yet captured in the literature to date.…”
Section: Exposure To Online Violent Content and Offline Aggressionmentioning
confidence: 99%