Master'sOpen Access

Cyberbullying in electronic sports games

Is this your thesis?

This record came from a bulk archive import. If it’s yours, link it to your profile.

2020
0 views
0 downloads

Abstract (EN)

The concept of cyberbullying has become very popular around the world. This situation particularly has seen in social media environments where individuals connect with others. It is possible for individuals to harm another person with just a few words. However, cyberbullying is not only encountered in social media. Cyberbullying is also encountered in popular online gaming platforms. Online gaming communities are in a new important and popular area with the Electronic Sports concept which made it necessary to recognize the cyberbullying environment within these platforms. The aim of this study to shed a light on the issue of cyberbullying in electronic sports gaming communities. Moreover, it intends to provide a perspective against the dangers of cyberbullying to players, especially the young generation. This study can assist readers to understand the prevalence of cyberbullying in the gaming community in order to develop solutions and create a positive gaming environment. The qualitative research technique was applied in this study. 20 players from the university's electronic sports clubs were interviewed. These meetings were analyzed at ATLAS. The main findings from this research is that electronic sports environments are intense in terms of cyberbullying. The main factors of this intensity are the dense presence of children and players who do not have enough experience to play the game well. Another reason is some games are free, so the elite mass of players in paid games do not exist in free games. In the light of these existing findings, the action that should be taken is to inform children, adolescents, families, educators, policy makers and game companies about the dangers that may occur in online gaming environments and to increase their awareness on these issues. In conclusion, it should be noted that cyberbullying exists in electronic sports because the majority of today's gamers come from the traditional society. Based on this, it necessary to carry out studies on bullying and cyberbullying. In addition, constant examinations with different strategies in order to create a platform with less cyberbullying in gaming platforms, these studies carry a very crucial role.

Author

Bilal Çavdar

How to Cite

Bilal Çavdar (Master Thesis). Cyberbullying in electronic sports games, 2020, Ankara Yıldırım Beyazıt University.

License

Tüm Hakları Saklıdır

This work is shared under the specified license terms.

More theses from Ankara Yıldırım Beyazıt University