Children in the modern environment are increasingly becoming active users of
digital technologies. In a digital environment, they communicate with their
peers, watch video content or have fun playing digital games. However, their
inexperience can often expose them to malicious activities from other
Internet users, such as cyber-harassment. Cyberbullies can be individuals or
groups that use audio and/ or visual content to single out a child as a
target for abusive and harassing behaviour (for various reasons). Such
activities can have long-term consequences for children (anxiety,
depression, low self-esteem, suicidal thoughts), especially if they last for
a long period of time, and if the children do not see a way out of such a
situation. Parents have certainly been identified as the first line of
defence against cyberbullying. By talking about children?s digital
activities, playing digital games together, and constantly monitoring
children?s behaviour in the digital environment, it is possible to detect
the problem in time and protect children?s digital safety. Also, companies
that produce digital games, with the development of adequate software, and
initiatives that punish the disturbing behaviour of cyber bullies, but also
praise the fair and sporting behaviour of other users, contribute to
suppressing such phenomena. The subject of this article refers to the
analysis, identification and prevention of cyber harassment to which
children are exposed in the virtual environment, especially while
interacting with other players in the process of playing digital games. The
aim of the paper is to point out the problem of cyber harassment of children
and to let the general public know that more attention must be paid to this
problem.