Friday, September 19, 2008
'Cyberbullying' better defined
"In many cases, the concept of 'bullying' or 'cyber-bullying' may be inappropriate for online interpersonal offenses," write researchers at the University of New Hampshire's Crimes Against Children Research Center (CACRC) in the Journal of Adolescent Health. "We suggest using 'online harassment,' with disclaimers that it does not constitute bullying unless it is part of or related to offline bullying. This would include incidents perpetrated by peers that occur entirely online, but arise from school-related events or relationships and have school-related consequences for targets."
To understand more about online harassment and to what extent it could be bullying, the study's authors - Janis Wolak, Kimberly Mitchell, and David Finkelhor - looked at "the characteristics of harassed youth, online harassment incidents, and distressing online harassment," based on whether the harasser was someone known in real life or online only.
The authors found that "9% of youth were harassed online in the past year," 43% of them by known peers and 57% by people they met online and did not know in person.... Most online harassment incidents did not appear to meet the standard definition of bullying used in school-based research and requiring aggression, repetition, and power imbalance."
So, note those key characteristics of bullying to look for:
1) related to "real life"
2) not just aggression, but repeated aggression
3) a power imbalance.
"Only 25% of incidents by known peers and 21% by online-only contacts involved both repeated incidents and either distress to targets or adult intervention," the authors found. Just looking at that first number, that's 25% of the 43% of the 9% - a pretty small number of actual cyberbullying victims.
So when we see data showing large numbers of such victims, it's good to be aware that they can include random and even mild incidents of harassment that don't really cause stress - and could just be someone in a bad mood one afternoon who feels like acting out. "Cyberbullying" deserves to be taken with a grain of salt. In any case, teaching young people citizenship of both the real-life and digital sorts will help mitigate any behavior that falls into that large category.
[The CACRC article was published a year ago last August - apologies that I missed this one, probably because of overseas travel at that time.]
Related links
Labels: aggressive behavior, bullying, cyberbullying, harassment, online aggression, online harassment
9 parts of digital citizenship
Labels: digital citizenship, digital ethics, digital rights, media literacy, online citizenship
Thursday, September 18, 2008
Web service for masking phone nos.
Labels: cell phones, mobile technology, online safety
Cellphone-thief 'torture'
Labels: cellphone security, mobile phones, mobile security
Ever more mobile social Web
Labels: mobile social networking, mobile technology, Verizon Wireless, Visto, Yahoo
Wednesday, September 17, 2008
Cellphones for social status: Teen survey
Labels: cellphones, mobile technology, tech fashion, teens
Tuesday, September 16, 2008
Facebook plugs security hole
Labels: computer security, consumer privacy, Facebook, online privacy
US teens' gaming highly social: Study
In other key findings, 80% play five or more types of games and 40% eight or more (e.g., racing, action, shooter, rhythm, puzzles). The respondents' top 5 games were, respectively, Guitar Hero, Halo 3, Madden NFL, Solitaire, and Dance Dance Revolution. "The average rating for teens’ favorite games is just above a Teen rating," and nearly "a third of teens play games that are listed as appropriate only for people older than they are," but the average game rating for all the teens surveyed was an E10+ rating." Ninety percent of parents say they always or sometimes know what games their kids play. As for civic engagement, this was an interesting observation by the authors: "Teens who take part in social interaction related to the game, such as commenting on websites or contributing to discussion boards, are more engaged civically and politically." "Computer games drive social ties" was the BBC's headline and "Can games make your kid a better citizen?" was MSNBC's.
Labels: civic engagement, Pew Internet, social gaming, teen gamers, videogame ratings, videogames
Monday, September 15, 2008
YouTube bans violence-inciting videos
Labels: best practices, online video, online violence, self-regulation, social Web standards, YouTube
Hateful game gets global press
Labels: online games, vaughn, video games