The authors examined the online construction of identity and sexuality in a large sample of conversations from monitored and unmonitored teen chat rooms. More than half of the 583 participants (identified by a distinct screen name) communicated identity information, most frequently gender. In this way, participants compensated for the text-based chat environment by providing information about themselves that would be visible and obvious in face-to-face communication. Sexual themes constituted 5% of all utterances (1 sexual comment per minute); bad or obscene language constituted 3% of the sample (1 obscenity every 2 minutes). Participants who self-identified as female produced more implicit sexual communication, participants who self-identified as male produced more explicit sexual communication. The protected environment of monitored chat (hosts who enforce basic behavioral rules) contained an environment with less explicit sexuality and fewer obscenities than the freer environment of unmonitored chat. These differences were attributable both to the monitoring process itself and to the differing populations attracted to each type of chat room (monitored: more participants self-identified as younger and female; unmonitored: more participants self-identified as older and male).
Random samples of at least 1,000 youth, ages 9 to 16 years, from 25 European countries (N ¼ 25,142) were used to test the salience of low self-control on cyberbullying perpetration and victimization (direct and indirect effects), framed by a cross-cultural developmental approach. Path models, which provided evidence of invariance by sex, tested the hypothesized links among low self-control as well as known correlates, including offline perpetration and victimization, and externalizing behaviours. Results showed positive associations between online and offline bullying behaviours (perpetration and victimization), and, more interestingly, both direct but mostly indirect effects by low self-control on cyberbullying perpetration and victimization; externalizing behaviours had little additional explanatory power. Importantly, multi-group tests by country samples provided evidence of quite modest differences in the tested links across the 25 developmental contexts, despite Correspondence should be addressed to Alexander T. Vazsonyi,
Addiction to online role-playing games is one of the most discussed aspects of recent cyberpsychology, mainly for its potentially negative impact on the social lives of young people. In our study, we focus on some aspects of youth and adolescent addiction to MMORPGs. We investigated connections between players and their game characters and examined if, and in what ways, player relationship to their character affected potential addiction. Players attitude to their characters seems to play a specific role, since players who tend to be addicted view their characters as being superior and more often wish to be like their characters in their real lives. Our research also confirmed that younger players are generally more prone to addiction.
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