When Cyberbullying and Bullying Meet Gaming: A systemic Review of the Literature
Department of Educational Technology and Literacy, College of Education, Towson, USA
- *Corresponding Author:
- Qing Li
Department of Educational Technology and Literacy
College of Education, 8000 York Rd., Towson University
Towson, MD, 21252, USA
E-mail: [email protected]
Received date:: June 06, 2015; Accepted date:: July 13, 2015; Published date:: July 20, 2015
Citation: Qing L (2015) When Cyberbullying and Bullying Meet Gaming: A systemic Review of the Literature. J Psychol Psychother 5:195. doi:10.4172/2161-0487.1000195
Copyright: © 2015 Qing L. This is an open-access article distributed under the terms of the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited.
Bullying is an increasingly growing concern among children and adolescents; with the technology advances, youth has found more efficient ways to inflict harm to others via cyberbullying. The media is a relentless source for blaming violent video games as the ‘cause’ of bullying and cyberbullying. Despite this vast amount of research in all three individual areas, namely bullying, cyberbullying, and gaming, there is little research reviewing the connections between them. This study, therefore, systematically reviews the literature exploring the interconnectedness of these areas with a specific focus on how gaming interacts with cyberbullying and bullying. In addition, it creates a model grounded in enactivism to help us identify future areas of research and develop effective cyberbullying prevention programs.
Specifically, we conducted a literature search across 40 research databases to include, but not limited to PsycINFO, ERIC, Psycarticles, Teacher Reference Center, and Computer Science Index. Grounded in enactivism, we proposed the Enactivist Model of Cyberbullying, Bullying and Gaming, which suggests that the exploration of cyberbullying and bullying in relation to gaming should be conducted in a holistic fashion rather than limiting the focus on individuals’ aggressive behavior. The model also provided a framework not only to make sense of but also to present the existing literature.