2020
DOI: 10.1016/j.chb.2019.106193
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Violent video game exposure and (Cyber)bullying perpetration among Chinese youth: The moderating role of trait aggression and moral identity

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Cited by 54 publications
(64 citation statements)
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References 60 publications
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“…It is possible that this relationship is negative because individuals who are cyberbullied could be bullied through and during their online gaming activities and as such, avoid excessive gaming as a means to avoid cyberbullying. Although research on cyberbullying and gaming is sparse, some studies have found increased rates of cyberbullying are present in online multi-player games within both adolescent and adult samples [ 49 , 77 ], with increased rates of cyberbullying being endorsed among those playing violent video games [ 45 , 51 ]. Additionally, research participants who have endured cyberbullying within online games report that it can be perceived as significantly more challenging because the perpetrators tend to be strangers.…”
Section: Discussionmentioning
confidence: 99%
See 1 more Smart Citation
“…It is possible that this relationship is negative because individuals who are cyberbullied could be bullied through and during their online gaming activities and as such, avoid excessive gaming as a means to avoid cyberbullying. Although research on cyberbullying and gaming is sparse, some studies have found increased rates of cyberbullying are present in online multi-player games within both adolescent and adult samples [ 49 , 77 ], with increased rates of cyberbullying being endorsed among those playing violent video games [ 45 , 51 ]. Additionally, research participants who have endured cyberbullying within online games report that it can be perceived as significantly more challenging because the perpetrators tend to be strangers.…”
Section: Discussionmentioning
confidence: 99%
“…These studies have hypothesized that video game playing can be used as a form of emotion regulation and escape for some youth that experience more frequent bullying victimization. Additionally, some studies have found that frequent video game playing has been associated with increases in cyberbullying perpetration (or of being both a victim and perpetrator of bullying [i.e., bully-victims]), within and outside online gaming environments [ 43 , 44 , 45 , 48 , 49 , 50 , 51 ]. Specific to PVG, direct positive relationships have been identified between bullying victimization and PVG [ 52 , 53 , 54 ].…”
Section: Introductionmentioning
confidence: 99%
“…The study also takes a step forward in validating two less commonly recognised risk factors for engaging in cybercrime and cyber-deviance, namely general normative beliefs about aggression and moral disengagement. Early intervention targeting these factors could be made by institutions and caregivers (e.g., schools, parents and social workers) to reduce the risk of adolescents engaging in cybercrime and victimisation [ 98 , 99 , 100 ].…”
Section: Discussionmentioning
confidence: 99%
“…A few studies have verified that one’s perception of cyber violence can decrease cyber offending (Bae, 2021; Sobba et al., 2019; Sticca & Perren, 2013). Furthermore, Teng et al. (2020) have recently verified the moderating effect of moral identity—moral traits and moral play—in the relationship between violent video game exposure and cyberbullying perpetration among Chinese youth.…”
Section: Introductionmentioning
confidence: 93%