Bullying and Cyber Bullying at Schools
The pervasive culture of bullying and cyber bullying in schools has become a serious dilemma for many students and parents, and has been brought on by many different aspects of life, but how does the violence that children are exposed to in video games come into play when it comes to children bullying others both online and in person? This is a serious question with no easy answers, but this paper will attempt to address the issue through personal experience, interviews, and academic sources. By considering several different types of sources, it is easier to understand the seriousness of the issue and how much it affects daily life for a large number of people.
According to DoSomething.org (2013), there are 3.2 million students bullied each year, and "each day there are 160,000 students who skip school" because of the bullying they endure there (DoSomething.org, 2013). That is a serious issue not just for their self-esteem and emotional health, but also for their academic careers. They can have trouble concentrating and miss a lot of school due to being fearful of their treatment or just not being able to handle the way people treat them. However, whether violent video games play a role in students' bullying of other students is also an important aspect of the equation that is not always considered or studied as strongly as it should be.
These kinds of problems were seen in the interviews that were conducted for this paper. The researcher spoke with two close friends -- Sarah and Roger - about their personal issues with bullying, in order to gain insight that does not come from a textbook or journal article. It can be very helpful to find information from local or personal sources, as the stories they tell are often "closer to home" than reading something about an unknown person's experience with bullying. When personal Experience is combined with local stories and professional, scholarly sources, a much more complete picture of bullying can be drawn.
According to a study done regarding aggression in students and how that relates to their experience playing violent video games, there was a direct link between the two issues (Moller & Krahe, 2009). In other words, of the students in the study, a statistically significant number of those who played violent video games demonstrated increased aggression in their lives (Moller & Krahe, 2009). The effects of violent video game use were also long-term, with the students still showing more aggressive tendencies 30 months later (Moller & Krahe, 2009). More boys than girls play these video games, but both genders are represented among gamers and also among bullies and those who are bullied in the student population throughout the world (Moller & Krahe, 2009).
Violence is a part of the U.S. culture, and the cultures of many other countries. It is seen on TV and in other forms of media, and can be even more prevalent in video games (Moller & Krahe, 2009). According to Moller & Krahe (2009), "content analyses of video games unanimously suggest that violent scenes are as frequent or even more present in this medium as in movies and television shows" (p. 75). Many games are rated for graphic violence, and some are not even sold to underage players because of the violence within them (Moller & Krahe, 2009). Adolescents are often very interested in violent games, because "adolescence is a time when trait aggression increases (especially in boys)" (Moller & Krahe, 2009, p. 75). Another contributing concern is that the graphics in video games have become so realistic (Moller & Krahe, 2009). With that sense of realism, the violence is also made more real.
While it is certainly impressive that graphics have evolved to that level of professionalism and provided such a realistic experience for the game player, there is also a concern that these graphics can encourage the gamer to act out more violently in his or her real life, as well (Moller & Krahe, 2009). Of course, there are many people who play violent video games and who do not engage in violent behaviors, as well. Additionally, there are violent people and bullies who do not play video games. While there is a correlation that appears to be significant from a statistical point-of-view, it is only one...
Bullying and Cyber Bullying are major issues in the world today, particularly in young people who are either in middle school or high school. Bullying happens at others stages in life, but it seems to be between ages 12 and 17 that kids have the worst problems with being bullied. It is truly tragic what happens to kids who are targeted by bullies. The definition of bullying is "unwanted words
Bullying has evolved into a growing concern among child development specialists. With an increase in teenage suicide and an explosion of reports of online harassment, bullying has changed the way that adolescents interact with each other. For decades the act of bullying has been accepted as being a part of life that children deal with and then grow out of. However, the case is that the gravity of these incidences
More and more children are becoming victims of cyberbullying with an estimated range of between 19% and 42% being bullied online at least one time (Wolak, Mitchell & Finkelhor, 2006). Reports also indicate that children who participated in traditional bullying are becoming increasingly more involved in cyberbullying; reflecting very high percentages of those children acting as cyber bullies (Kowalski & Limber, 2007). In a recent study of 177 seventh grade
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Cyber-Bullying Bullying may be a practice that has been around since the beginnings of human history, but with the increasing access that people have to technology a new medium is now used by aggressors. Cyber bullying is an act that involves using computers, cell phones and other sorts of media to consistently harass others. The object of the bullying, to cause physical or psychological damage to another, is the same, but
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