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Open Access
Book part
Publication date: 4 June 2021

Edgar Pacheco and Neil Melhuish

The nature and extent of adults' engagement in diverse manifestations of technology-facilitated aggression is not yet well understood. Most research has focused on victimization…

Abstract

The nature and extent of adults' engagement in diverse manifestations of technology-facilitated aggression is not yet well understood. Most research has focused on victimization. When explored, engagement in online aggression and abuse has centered on children and young people, particularly in school and higher education settings. Drawing on nationally representative data from New Zealand adults aged 18 and over, this chapter explores the overall prevalence of online aggression with a focus on gender and age. Our findings support the need to also understand adult aggressors' behaviors to better address the distress and harm caused to targets through digital communications. The chapter discusses the implications of the results for policy and practice and proposes some directions for future research.

Details

The Emerald International Handbook of Technology-Facilitated Violence and Abuse
Type: Book
ISBN: 978-1-83982-849-2

Keywords

Book part
Publication date: 12 November 2018

Diane Felmlee, Paulina Inara Rodis and Sara Chari Francisco

Online aggression represents a serious, and regularly occurring, social problem. In this piece the authors consider derogatory, harmful messages on the social media platform…

Abstract

Online aggression represents a serious, and regularly occurring, social problem. In this piece the authors consider derogatory, harmful messages on the social media platform, Twitter, that target one of three groups of women, Asians, Blacks, and Latinx. The research focuses on messages that include one of the most common female slurs, “b!tch.” The findings of this chapter reveal that aggressive messages oriented toward women of color can be vicious and easily accessible (located in fewer than 30 seconds). Using an intersectional approach, the authors note the distinctive experiences of online harassment for women of color. The findings highlight the manner in which detrimental stereotypes are reinforced, including that of the “eroticized and obedient Asian woman,” the “angry Black woman,” and the “poor Latinx woman.” In some exceptions, women use the term “b!tch” in a positive and empowering manner, likely in an attempt to “reclaim” one of the common words used to attack females. Applying a social network perspective, we illustrate the tendency of typically hostile tweets to develop into interactive network conversations, where the original message spreads beyond the victim, and in the case of public individuals, quite widely. This research contributes to a deeper understanding of the processes that lead to online harassment, including the fortification of typical norms and social dominance. Finally, the authors find that messages that use the word “b!tch” to insult Asian, Black, and Latinx women are particularly damaging in that they reinforce traditional stereotypes of women and ethno-racial minorities, and these messages possess the ability to extend to wider audiences.

Article
Publication date: 18 July 2022

Gautam Srivastava, Surajit Bag, Muhammad Sabbir Rahman, Jan Harm Christiaan Pretorius and Mohammad Osman Gani

The negative influence of gamification on online communities has received little attention in the available literature. The study examines the adverse effects of gamification…

Abstract

Purpose

The negative influence of gamification on online communities has received little attention in the available literature. The study examines the adverse effects of gamification during engaging in online communities.

Design/methodology/approach

Gap-spotting methods were used to develop the research questions, followed by model development using the social exchange and social-network theories. Data were collected from 429 samples. The study applied partial least squares structural equation modeling to test the research hypotheses followed by ANN application.

Findings

The study identified five factors related to gamification that have a significant adverse effect on the mental and emotional well-being of the users. Furthermore, the results of PLS-SEM were then compared through an artificial neural network (ANN) analytic process, revealing consistency for the model. This research presents a theoretical contribution by providing critical insights into online gamers' mental and emotional health. It implies that gamification can even bring mental and emotional disturbance. The resulting situation might lead to undesirable social consequences.

Practical implications

The result highlights the managerial and social relevance from the perspective of a developing country. As respondents are becoming more engrossed in online gaming, managers and decision-makers need to take preventive measures to overcome the dark side of online gaming.

Originality/value

The present study shows that the dark side of gamification has some adverse effects on human mental and emotional health. The study's findings can be used to improve gamification strategies while engaging online communities.

Details

Benchmarking: An International Journal, vol. 30 no. 9
Type: Research Article
ISSN: 1463-5771

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Article
Publication date: 6 October 2023

Caroline S.L. Tan

The purpose of this study is to examine how the constructs of false self, preference for online social interaction (POSI), compulsive internet use (CIU), and online disinhibition…

Abstract

Purpose

The purpose of this study is to examine how the constructs of false self, preference for online social interaction (POSI), compulsive internet use (CIU), and online disinhibition affect social withdrawal in a social media context. The mediating effects of moral disengagement and cyber aggression are also tested.

Design/methodology/approach

Data were collected using an online survey (n = 533) from consumers in Japan. This study used structural equation modeling and PROCESS to examine the proposed relationships.

Findings

The study revealed that false self positively affects moral disengagement while online disinhibition positively affects cyber aggression and moral disengagement. Preference for online social interaction and compulsive internet use both positively impacts social withdrawal. Cyber aggression and moral disengagement were established mediators between false self/ Preference for online social interaction/ compulsive internet use/ online disinhibition and social withdrawal.

Research limitations/implications

Although restricted to cyberaggression, owing to the reciprocal relationship between cyber victimization and cyberaggression, cyber victimization can be included for further study. This study expands the understanding of social withdrawal within the context of social media.

Practical implications

Based on the findings, policies and programs that address mental health that build self-esteem, self-confidence and reduce anxiety ought to be undertaken. Managing and formulating guidelines on anonymity should also be taken into consideration.

Originality/value

This research demonstrates the crucial constructs that affect social media users negatively from the aspects of cyberaggression, moral disengagement and social withdrawal. It also establishes the importance of mental health in reducing adverse effects from social media.

Article
Publication date: 7 July 2023

Natalie Booth, Gail Derefaka, Roxanne Khan and Gayle Brewer

This study aims to build on existing literature on face-to-face aggression in intimate relationships and adopts Finkel’s I3 theory to investigate the relationship between adult…

Abstract

Purpose

This study aims to build on existing literature on face-to-face aggression in intimate relationships and adopts Finkel’s I3 theory to investigate the relationship between adult attachment style, dispositional self-control and cyber intimate partner aggression (IPA) perpetration and victimization.

Design/methodology/approach

Participants (N = 173) 20–52 years of age (M = 32.75 years, SD = 7.73, mode = 29 years) completed a series of standardized online measures to assess anxious and avoidant attachment, dispositional self-control and experience of cyber IPA (psychological, sexual and stalking), as both a perpetrator and victim.

Findings

Avoidant attachment was associated with increased perpetration of stalking and psychological abuse. Those high on avoidant attachment were also more likely to report that they were victims of cyber IPA psychological abuse and stalking. Self-control did not predict experience of cyber IPA, as a perpetrator or victim. Interactions between self-control and attachment were also non-significant.

Originality/value

This study addressed the paucity of cyber IPA research conducted with adult populations, by examining processes and factors to improve understanding of the experiences of online perpetration and victimization. The study also found evidence for the importance of impellance factors but not inhibiting factors (Finkel, 2008).

Details

Journal of Criminal Psychology, vol. 13 no. 4
Type: Research Article
ISSN: 2009-3829

Keywords

Content available
Book part
Publication date: 27 March 2006

Abstract

Details

Technology and Education: Issues in Administration, Policy, and Applications in K12 Schools
Type: Book
ISBN: 978-0-76231-280-1

Article
Publication date: 20 December 2019

Mei Han and Arturo Z. Vasquez

The widespread use of information and communication technologies enables consumers to obtain and share information whenever they feel the urge. With the advent of review websites…

Abstract

Purpose

The widespread use of information and communication technologies enables consumers to obtain and share information whenever they feel the urge. With the advent of review websites and forums, companies and business owners may find themselves victims of consumer cyber aggression, which can hurt a company badly. This study aims to explore why consumers would engage in cyber aggression against companies, and to that end, it examines consumers’ ethical orientation and other possible drivers of cyber aggression.

Design/methodology/approach

To examine how ethical orientation affects consumers’ intention to engage in cyber aggression, a scenario-based 2 × 2 (deontological: moral/immoral × teleological: good result/bad result) between-subject experimental design is used. Moreover, 26 possible drivers in related literature are identified and included in a questionnaire administered to 226 college students.

Findings

The results show that adult consumers’ deontological and teleological evaluations significantly affect their ethical judgment about engaging in cyber aggression, which further impacts their intention to perpetrate an act of cyber aggression. Moreover, the study identifies six factors contributing to cyber aggression engagement as follows: personal aggressiveness, ease of perpetration, internet negativity, personal gains, helping the company and recreation.

Originality/value

Cyber aggression is generally viewed as interpersonal violence among adolescents. This study views cyber aggression from a different perspective and it is one of the few studies to look at adult consumers’ motivations to engage in cyber aggression against companies. The findings of this study can help firms understand why their customers attack them online, and understanding that will enable businesses to formulate more effective responses to attacks.

Details

Journal of Information, Communication and Ethics in Society, vol. 18 no. 2
Type: Research Article
ISSN: 1477-996X

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Article
Publication date: 1 January 2021

Tamar Icekson, Anat Toder Alon, Avichai Shuv-Ami and Yaron Sela

The growing proportion of older fans and their potential economic value have increased the need for an improved understanding of age differences in fan behaviour. Building on…

Abstract

Purpose

The growing proportion of older fans and their potential economic value have increased the need for an improved understanding of age differences in fan behaviour. Building on socioemotional selectivity theory, the current study examines the impact of age differences on fan hatred as well as on the extent to which fans actually engage in aggressive activities and fans' perceptions of the levels of appropriateness of certain physical and verbal acts of aggression.

Design/methodology/approach

The study used an online panel-based survey that offered access to a real-world population of sport fans. The participants were 742 fans of professional football (soccer).

Findings

Results from structural equation modelling indicated that older fans reported lower levels of fan hatred, lower self-reported aggression and lower acceptance of physical and verbal aggression. Moreover, fan hatred partially mediated the relationship between age and levels of aggression and between age and acceptance of verbal aggression. In addition, fan hatred fully mediated the relationship between age and acceptance of physical aggression.

Originality/value

The current study makes two important contributions. First, it demonstrates that sport clubs may particularly benefit from understanding the potential but often neglected importance of older sport fans in relation to the problematic phenomenon of fan aggression. Second, it offers a thorough theoretical account of the manner in which fan hatred plays a significant role in the relationships between age and fan aggressiveness.

Details

International Journal of Sports Marketing and Sponsorship, vol. 22 no. 4
Type: Research Article
ISSN: 1464-6668

Keywords

Book part
Publication date: 11 August 2022

Yasmin Ibrahim

The socializing of hate and its saturation on platforms as a resonant and emotional connection online reveal the networked nature of convergent platforms which pump hate as a…

Abstract

The socializing of hate and its saturation on platforms as a resonant and emotional connection online reveal the networked nature of convergent platforms which pump hate as a mechanism of connection and fracture in society in the post-digital age. The violence of hate and negative sentiments online morph to appropriate a multitude of manifestations from cyberbullying and revenge porn to trolling and memes as subversive, denigrative humour. Social media, designed through an architecture for sharing and transaction, distributes hate as a popular sentiment, building connections with disparate communities through the articulation of hate for fellow humans and humanity at large. Trauma induced through hatred and bullying as an active aspect of social media platforms and interactivity distribute sentiments through its excess and disproportionality. This chapter interrogates the sentiment of hate and its workings on social media as a technology of trauma in distributing hate as a form of communion.

Details

Technologies of Trauma
Type: Book
ISBN: 978-1-80262-135-8

Article
Publication date: 7 January 2020

Max Sjöblom, Joseph Macey and Juho Hamari

Esports (electronic sports) are watched by hundreds of millions of people every year and many esports have overtaken large traditional sports in spectator numbers. The purpose of…

2095

Abstract

Purpose

Esports (electronic sports) are watched by hundreds of millions of people every year and many esports have overtaken large traditional sports in spectator numbers. The purpose of this paper is to investigate spectating differences between online spectating of esports and live attendance of esports events. This is done in order to further understand attendance behaviour for a cultural phenomenon that is primarily mediated through internet technologies, and to be able to predict behavioural patterns.

Design/methodology/approach

This study employs the Motivation Scale for Sports Consumption to investigate the gratifications spectators derive from esports, both from attending tournaments physically and spectating online, in order to explore which factors may explain the esports spectating behaviour. The authors investigate how these gratifications lead into continued spectatorship online and offline, as well as the likelihood of recommending esports to others. The authors employ two data sets, one collected from online spectators (n=888), the other from live attendees (n=221).

Findings

The results indicate that online spectators rate drama, acquisition of knowledge, appreciation of skill, novelty, aesthetics and enjoyment of aggression higher than live attendees. Correspondingly, social interaction and physical attractiveness were rated higher by live attendees. Vicarious achievement and physical attractiveness positively predicted intention to attend live sports events while vicarious achievement and novelty positively predicted future online consumption of esports. Finally, vicarious achievement and novelty positively predicted recommending esports to others.

Originality/value

During the past years, esports has emerged as a new form of culture and entertainment, that is unique in comparison to other forms of entertainment, as it is almost fully reliant on computer-human interaction and the internet. This study offers one of the first attempts to compare online spectating and live attendance, in order to better understand the phenomenon and the consumers involved. As the growth of esports is predicted to continue in the coming years, further understanding of this phenomenon is pivotal for multiple stakeholder groups.

Details

Internet Research, vol. 30 no. 3
Type: Research Article
ISSN: 1066-2243

Keywords

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