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CYBERPSYCHOLOGY, BEHAVIOR, AND SOCIAL NETWORKING

Volume 16, Number 3, 2013 ORIGINAL ARTICLES


ª Mary Ann Liebert, Inc.
DOI: 10.1089/cyber.2012.0087

Violent Online Games Exposure


and Cyberbullying/Victimization Among Adolescents

Lawrence T. Lam, PhD,1,2 ZaoHuo Cheng, PhD,3 and XinMin Liu, PhD 4

Abstract

This population-based cross-sectional survey examined the association between exposure to violent online
games and cyberbullying and victimization in adolescents recruited from two large cities utilizing a stratified
two-stage random cluster sampling technique. Cyberbullying and victimization were assessed by the E-victimization
and E-bullying scales validated in a previous study. Exposure to violent online games was measured by self-
nomination of the degree of violent content in the games played. Results indicated that the majority (74.3
percent) of respondents did not experience any cyberbullying or victimization in the last 7 days before the
survey, 14.4 percent reported to be victimized via cyberspace, 2.9 percent admitted that they had bullied others,
and 8.4 percent reported to be both perpetrators- and- victims. One hundred and eighty seven (15.3 percent)
considered games they were playing were of moderate to severe violence. Students who had been involved in
cyberbullying as well as being victimized were two times as likely to have been exposed to violent online games,
and nearly four times as likely for those involved in bullying others. Exposure to violent online games was
associated with being a perpetrator as well as a perpetrator-and-victim of cyberbullying. Parents and clinicians
need to be aware of the potential harm of these exposures. The policy implications of results were also discussed.

Introduction Among adolescents, bullying, harassment, and victimiza-


tion are terms used to describe aggressive behavior that can

T he relationship between exposure to violence and


aggression has long been noted since the 60s.1 In recent
years, due to the rapid development of media technologies,
be characterized by an intention to harm, repetitiveness, and
occur in an imbalanced power relationship.10 With the recent
rapid development of cybertechnologies, aggressive behavior
particularly video games, the association between violent can also be expressed and manifested online resulting in the
video games and aggression became a focus of research in term ‘‘cyberbullying and victimization’’ being suggested as
areas of personality and social psychology as well as health. an equivalent phenomenon of that observed offline.11 Since
Theories and models about the relationship between violent then, there has been a growing volume of work in the area of
video games and aggression have been put forward and cyberbullying and victimization among adolescents. Unlike
studied.2–4 In the last decade, many studies, including the well-established traditional bullying and victimization,
systematic reviews and meta-analytical studies, have been information on the population-based prevalence of cyber-
conducted to investigate the possible link between violent bullying and victimization has not been forthcoming.
video games and aggression and were reported in the Adopting the concept and definition of tradition bullying and
literature.5–9 Of these, two reviews have found insufficient translating online, the recent national population Health
evidence for the association between violent video games Behavior in School-Age Children survey conducted in the
playing and aggressive behavior in children and adults with United States, suggested that 13.6 percent of young people
one only focused on children with behavioral and emotional were involved in or affected by cyberbullying. Of these, 3.8
difficulties.7,8 On the other hand, other reviews have con- percent were perpetrators only, 5.3 percent victims only, and
cluded that there is sufficient evidence to support the notion 4.5 percent were both perpetrators as well as victims.12 In
of an association between playing violent video games and another U.S. study on cyberharassment, it was reported that
aggressive behavior.5,6,9 about 9 percent of youth were harassed online in the year

1
The School of Medicine Sydney, The University of Notre Dame Australia, Darlinghurst NSW, Australia.
2
Discipline of Paediatrics and Child Health, Sydney Medical School, The University of Sydney, Sydney, Australia.
3
Wuxi Mental Health Institute, Jiangsu Academy of Psychological Sciences, Wuxi, Jiangsu, P.R. China.
4
Departmen of Psychology, Wannan Medical College, Wuhu, Anhui, P.R. China.

159
160 LAM ET AL.

before the survey.13 On the other hand, a Canadian study, ital cities of their Provinces and are highly populated. There
utilizing the same definition of cyberbullying and a large and were about 90 and 25 high schools in these two cities, re-
diverse sample of middle- and high-school students, found spectively. Institute ethics approval for the study was granted
that nearly half (49.5 percent) indicated that they had been by the Wuxi Mental Health Institute, Jiangsu Academy of
bullied online and about 34 percent had bullied others on- Psychological Sciences.
line.14 Such a discrepancy could be explained by differences The sample consisted of high-school students aged be-
in the methods of cyberbullying assessment. Nevertheless, tween 13–18 years with the total student population attend-
these results indicated that cyberbullying and victimization is ing high schools in the two cities as the sample frame. The
a common and growing problem among young people. entire list of high schools was obtained from local education
In terms of risk factors of cyberbullying and victimization departments of the two cities. The sample was generated
among adolescents, information provided from the literature using a two-stage random cluster sampling technique with
is scarce. There seemed to be a gender differential dependent stratification according to the population size of high-school
on categories of bullying.12 Young males were more likely to students in these two cities. First, using individual schools as
be involved in bullying only (odds ratio [OR] = 1.73, 95% primary sampling unit, a number of schools were randomly
confidence interval [CI] = 1.21–2.45) and less likely to be a selected with a probability, which is proportional to the size
victim only (OR = 0.71, 95% CI = 0.54–0.93) in comparison to of the target population in each school. Second, using the
the those who had never been involved in cyberbullying or class as the secondary sampling unit, different clusters of
been a victim.12 Unlike traditional bullying, being overweight students were randomly selected from each of the selected
or underweight were not associated with cyberbullying and schools. A sample size estimation was accordance to the
victimization.15 However, smoking and drinking were found study design.27
to be associated with cyberbullying and victimization.16 The health survey was conducted within 2 weeks on
Several psychosocial characteristics, such as hostility, anger, campus at different schools. Students and their parents of the
and being diagnosed with attention deficit and hyperactivity selected classes from different schools were informed of the
disorder (ADHD) or Asperger syndrome, were also sug- survey with a written information letter. They were invited to
gested to be related to cyberbullying and victimization.17–19 participate in the study with a consent form signed by their
For the consequences of cyberbullying, the literature sug- parents or carers before the survey. During the survey, stu-
gests that there are similarities with traditional bullying. In a dents were to fill in a self-reported questionnaire designed
large-scale Australian study among school children, it was specifically for the study.
demonstrated that cybervictimization is associated with Cyberbullying and victimization were assessed using the
symptoms of stress.20 Other studies have also shown that E-victimization (E-VS) and E-bullying (E-BS) scales that were
being a victim of cyberbullying is associated with negative designed based on the conceptual model of the Aggression
emotions, fear, and a greater sense of helplessness. 21,22 For and Victimization Scale by Orpinas and Horne, but translat-
health outcomes, cyberbullying and victimization have been ing it to the online environment.28 These two scales were
shown to be related to depression, anxiety, and self-harm.23–25 designed as a self-reported instrument with 6 items each
In recent years, we have seen a proliferation of online using a response set with a rating from 0 to 6 corresponding
games. Moreover, it has been suggested that the gaming ex- to a range of 0 times to 6 times or more was used. An example
perience of online games, particularly, the Massively Multi- question asked the respondent to indicate: ‘‘In the past 7 days,
player Online Role-Playing Games, is different to that of the how many times did someone threaten you using emails,
traditional offline video games.26 This experience maybe the texting, short messages, on a Web site such as Facebook, etc.?’’
reason of attracting people to these games.26 This has pro- Results obtained from a validation study suggested good in-
vided a reason for concern in terms of the effect of violent ternal reliability with Cronbach’s alpha ranging from 0.55 to
game exposure and online aggressive behaviors, particularly 0.96 that were largely not affected by sex. Correlations be-
among young people. As aforementioned, there are sufficient tween E-VS and Centre for Epidemiological Studies-
evidence for the relationship between playing violent video Depression for Children (CES-DC)29 as well as the Zung’s
games and aggressive behavior. It would be logical to deduce Anxiety Scales (SAS)30 showed positive and significant
that violent online games may have a similar effect as offline relationships. Both CES-DC and SAS were validated and
violent video games on aggressive behavior and manifest as commonly used instruments with good internal reliability of
cyberbullying and victimization. A search in the related lit- 0.84 and 0.85, respectively. The test–retest reliability of CES-
erature has revealed little information on the relationship DC was moderate with an intra-class correlation of 0.54, and
between exposure to violent online games and cyberbullying the split half reliability of SAS was estimated to be 0.71. Each
and victimization among adolescents. Hence, the aim of this scale was dichotomized into two categories as Involved in
exploratory study is to bridge the gap in knowledge on the cyberbullying and Never for the E-BS and Being victimized
relationship between exposure to violent online games and and Never for the E-VS. There were two main reasons for
cyberbullying and victimization among adolescents. It is dichotomized measure into categories. First, the literature
hypothesized that exposure to violent online games is asso- clearly indicated that there are different categories of indi-
ciated with cyberbullying and victimization. viduals involved in cyberbullying; namely, victims only,
perpetrators only, and perpetrator-victims. Since each scale
was designed to measure one specific construct, either
Materials and Methods
victimization or bullying, it would be difficult to identify
This cross-sectional health survey was conducted in two different cyberbullying types, particularly, the perpetrator-
main cities, Wuxi and Wuhu cities of the Jiangsu and Anhui victims without dichotomizing the scales. Second, using a
Provinces in Northeast China in October 2011. Both are cap- dichotomized scale for assessing cyberbullying was in
ONLINE GAME VIOLENCE AND CYBERBULLYING/VICTIMIZATION 161

consistent with the practice of previous studies in the area.12–16 categorical or ordinal by nature; thus, comparisons across
For the ease of comparisons of results with other studies, it groups were conducted. Equality of means among groups
would be prudent to use the same methodology for mea- was examined using F-tests with adjustments for the cluster
suring the outcome variable. To satisfy the repetitive char- sampling design. As cyberbullying and victimization was a
acteristic of bullying, the Never category contained those categorical variable with four subgroups, multinomial logis-
responded 0 or 1 time only to all items in the scales. A com- tic regression modeling was then applied to investigate as-
posite variable was also created from these two exposure sociations between violent online games exposure, selected
variables with four groups; namely, Bully-Victim; Victim; potential risk factors, and cyberbullying and victimization
Bully; and Nonbully-victim. with adjustment for the cluster sampling effect. For the
In terms of exposure to violent online games, a series of inclusion of any variable in the initial regression model, the
questions were included in the questionnaire to elicit infor- criteria of a bivariate association with p < 0.20 was used. This
mation on students’ cyberbehavior, including Internet access, was to ensure that all potential risk factors were included in
involvement with online games, duration of playing online the multiple regression models for model reduction. Multi-
games, playing violent online games, and the most frequent nomial logistic regression models were constructed with a
games played online. Exposure to violent online games was backward elimination process aiming to derive a parsimo-
assessed by the response to a specific question asking stu- nious model that contained significant variables only. A sig-
dents to self-nominate the degree of violent content in the nificance level of 5 percent was used for hypothesis testing.
games they were playing. The degree of violence exposure The interaction terms of significant variables retained in the
was measured using a 5-point Likert scale ranging from 0 as model were then tested for their significance. A significance
Not violent at all to 5 as Extremely violent. For ease of anal- level of 1 percent was used for hypothesis testing of all in-
ysis, the exposure measure was again dichotomized into No teraction terms. This was to prevent possible type I error with
and little and Moderate and Severe exposures. To assess the the inclusion of the interaction terms as well as variables from
validity of the exposure variable using a single question, which the interaction terms were derived.
the following procedures were implemented. The content of
the reported games played online were examined by a panel
Results
of mental health experts using a 5-point rating scale ranging
from nonviolent to extreme violent. The ratings of experts A total of 1,278 students responded to the survey provid-
and the self-nominated degree of violent content were subject ing usable information. This represented a response rate of 94
to being examined using Pearson correlation analysis. Results percent. The demographics of the sample were presented in
indicated a moderate and significant correlation between two Table 1 with a mean age of 14.7 (SD = 0.9) and 619 (48.4
scores (r = 0.521, p < 0.001). Due to the fact that the online percent) males. Other characteristics, including cyberbullying
gaming variables were highly correlated, only exposure to and victimization of the respondents were also summarized
violent online games was included in the final analysis to in Table 1. In terms of cyberbullying and victimization, the
avoid problems of colinearity. majority of respondents did not experience any cyberbullying
Other information collected in the survey included demo- or victimization in the last 7 days (n = 933, 74.3 percent), 184
graphics, whether the respondent was a single child, parental (14.4 percent) respondents reported to be victimized via cy-
education levels, health behaviors, including body weight berspace, 31 (2.9 percent) admitted that they had bullied
and height, alcohol drinking, parental drinking, and gam- others, and 117 (8.4 percent) reported to be both bullies and
bling. Other potential confounding factors of bullying and victims. For exposure to online games, 486 (41.2 percent) in-
victimization, such as anger, hostility, ADHD status, and dicated that they had spent less than 1 hour playing online
sense of belonging were also assessed by Anger and Hostility games each day, 342 (29.2 percent) 1–2 hours, and 250 (21.5
subscales of the Aggression Questionnaire and the DSM-IV percent) 3 hours or more. Of those who did play online
Symptom subscale of the Conners Rating Scale-Revised games, 222 (26.0 percent) reported that they had mostly
(CRS-R).31,32 These scales were also validated with good played combat and war games, 100 (10.7 percent) gambling
psychometric properties of a Cronbach’s alpha of 0.82 and games, and the majority played other games (n = 562, 63.4
0.94, respectively. The sense of belonging was assessed using percent). In terms of the extent of violence of these online
the Sense of Belonging scale designed for the Program of games, 187 (15.3 percent) considered the games they were
International Student Assessment in 2000 (PISA).33 Depres- playing to be of moderate to severe violence.
sion, anxiety, and intentional self-harm of students were as- The bivariate relationships between cyberbullying and
sessed using the CES-DC and the Zung Self-Rating Anxiety victimization, students’ demographics, health conditions and
Scale.29,30 behaviors, Internet access, online game playing, and exposure
Data were analyzed using the Stata V10.0 statistical soft- to violent online games, as well as health outcomes were
ware program.34 Since the study was of a cluster sampling examined. The results were also summarized in Table 1. As
design, data were set up with the survey design function shown, without adjustment for other variables, cyberbullying
utilizing the svy commands for handling the cluster sampling and victimization were significantly associated with a num-
effect. The svy algorithm assigned appropriate weight to each ber of variables. These included exposure to violent online
data point in the dataset according to the study design using games, duration of playing online games, alcohol consump-
the sizes of the primary and secondary samples as weighting tion in the last 3 months, parents drunk in the last 3 months,
factors. Bivariate analyses were conducted to examine the anger, hostility, ADHD, and a sense of belonging. In terms
unadjusted relationships between exposure to violent online of detrimental health effects, there were also unadjusted
games, other variables of interest, and cyberbullying and significant associations between cyberbullying/victimization
victimization. The majority of potential risk factors were and depression (v23 = 34.51, p < 0.001) and intentional self-harm
162 LAM ET AL.

Table 1. Frequency (Percent)a or Mean (SE) of Students’ Demographics, Personal


and Familial Risk Factors, Psychosocial Measures, Internet Access, Violence Online Game Exposure,
and Health Outcomes by Cyberbullying and Victimization Status and Results
on Comparisons Across Bullying and Victimization Status (n = 1278)

Cyberbullying and victimization status

Bully and Victim Bully Non-bully-


Students’ characteristics victim (n = 117) (n = 184) (n = 31) victim (n = 933) Results

Demographics
City
Wuxi 51 (73.3) 95 (79.2) 21 (88.2) 495 (80.1) v23 = 4.37, p = 0.143
Wuhu 66 (26.7) 89 (20.8) 10 (11.8) 438 (19.9)
Age group
< 14 years 37 (29.4) 67 (35.5) 7 (20.3) 333 (31.7) v26 = 10.26, p = 0.280
14–15 years 49 (45.7) 79 (41.9) 10 (32.9) 370 (41.1)
16 years or older 31 (24.9) 38 (22.7) 14 (46.7) 226 (27.3)
Sex
Male 62 (50.9) 84 (42.4) 16 (46.1) 457 (50.2) v23 = 3.98, p = 0.408
Female 55 (49.1) 100 (57.6) 15 (53.9) 476 (49.8)
Single child
Yes 73 (75.1) 121 (69.6) 21 (76.5) 662 (75.9) v23 = 3.19, p = 0.393
No 42 (24.9) 61 (30.4) 8 (23.5) 261 (24.1)
Father’s education level
Primary or lower 14 (12.9) 32 (14.7) 3 (9.6) 116 (9.2)
Middle school 56 (38.1) 81 (42.3) 14 (40.7) 383 (35.7) v29 = 14.23, p = 0.433
High school/college 39 (40.6) 54 (31.2) 10 (39.0) 321 (40.0)
University or higher 8 (8.4) 17 (11.8) 4 (10.8) 112 (15.0)
Mother’s education level
Primary or lower 36 (20.8) 60 (27.2) 7 (23.4) 232 (18.1)
Middle school 49 (40.5) 76 (41.8) 15 (44.9) 376 (39.4) v29 = 17.23, p = 0.170
High school/college 26 (32.2) 37 (24.2) 4 (16.8) 262 (33.9)
University or higher 6 (6.7) 11 (6.8) 5 (15.0) 61 (8.6)
Risk factors
BMI
Under weight 47 (42.5) 82 (45.3) 9 (31.8) 406 (40.2) v26 = 5.48, p = 0.528
Normal 64 (54.8) 88 (50.5) 20 (59.8) 459 (53.7)
Over weight/obese 4 (2.7) 7 (4.2) 2 (8.4) 45 (6.1)
Alcohol consumption
in the last 3 months
Yes 29 (29.3) 21 (13.4) 11 (31.1) 109 (13.1) v23 = 27.25, p < 0.001
No 88 (70.7) 162 (86.6) 20 (68.9) 822 (86.9)
Parents binge drank
in the last 3 months
Yes 33 (23.7) 30 (17.8) 2 (2.4) 126 (10.2) v23 = 25.40, p < 0.001
No 84 (76.3) 154 (82.2) 29 (97.6) 807 (89.9)
Parents gambled in the last 3 months
Yes 29 (20.0) 306(17.4) 5 (8.9) 157 (12.6) v23 = 7.26, p = 0.059
No 88 (80.0) 148 (82.6) 26 (91.1) 776 (87.4)
Psychosocial measures
Anger 15.7 (0.50) 14.8 (0.39) 14.4 (1.15) 13.1 (0.19) F(3,26) = 21.89, p < 0.001
Hostility 16.9 (0.67) 14.5 (0.50) 13.4 (0.57) 13.2 (0.19) F(3,26) = 16.90, p < 0.001
ADHD score 13.4 (1.08) 9.6 (0.56) 9.9 (1.17) 8.5 (0.41) F(3,26) = 8.16, p < 0.001
Sense of belonging 18.5 (0.42) 18.6 (0.29) 19.1 (0.79) 19.2 (0.15) F(3,26) = 4.74, p = 0.009
Internet access, online gaming,
and violence exposure
Owing a computer at home
Yes, use by myself 39 (38.6) 54 (37.2) 15 (50.9) 215 (27.5)
Yes, used by family members 54 (49.1) 98 (51.4) 12 (38.3) 489 (56.0) v26 = 19.39, p = 0.025
No 22 (12.3) 30 (11.4) 4 (10.8) 217 (16.5)
Hours of playing online game/day
> 3 hours 37 (34.3) 41 (24.4) 10 (26.9) 158 (19.1)
1–2 hours 39 (34.1) 53 (27.9) 11 (37.1) 238 (28.9) v29 = 32.66, p = 0.029
< 1 hour 33 (29.5) 79 (43.8) 10 (36.0) 358 (41.9)
No access 5 (2.1) 6 (3.9) 0 (0.0) 120 (10.0)

(continued)
ONLINE GAME VIOLENCE AND CYBERBULLYING/VICTIMIZATION 163

Table 1. (Continued)
Cyberbullying and victimization status

Bully and Victim Bully Non-bully-


Students’ characteristics victim (n = 117) (n = 184) (n = 31) victim (n = 933) Results

Types of online game played


Combat/war games 23 (21.6) 25 (13.8) 10 (33.3) 161 (21.2)
Gambling games 13 (13.1) 14 (7.9) 3 (6.6) 69 (8.0) v29 = 18.02, p = 0.165
Other games 59 (50.8) 102 (58.8) 15 (51.5) 380 (48.3)
Did not play games 14 (14.6) 33 (19.6) 2 (8.5) 173 (22.5)
Exposure to violent online games
Moderate/severe 37 (33.0) 30 (13.6) 11 (33.3) 108 (12.8) v23 = 35.59, p < 0.001
No/little 74 (67.0) 142 (86.4) 17 (66.7) 659 (87.2)
Health outcomes
Ever committed self harm
in the last 3 months
Yes 36 (33.3) 38 (22.7) 8 (24.5) 111 (11.5) v23 = 47.35, p < 0.001
No 80 (66.7) 145 (77.3) 23 (75.5) 821 (88.5)
Depression
Yes 74 (60.9) 101 (58.8) 10 (29.9) 368 (40.7) v23 = 34.51, p < 0.001
No 39 (39.1) 78 (41.2) 21 (70.1) 542 (59.3)
Anxiety
Yes 17 (15.2) 20 (12.7) 3 (9.6) 50 (5.5) v23 = 21.57, p = 0.049
No 99 (84.8) 159 (87.3) 28 (90.4) 867 (94.5)
a
Due to rounding, not all total percentages were added to 100 percent; percentages were adjusted for cluster sampling effect.
ADHD, attention deficit and hyperactivity disorder.

(v23 = 47.35, p < 0.001). Anxiety was marginally associated with


cyberbullying/victimization (v23 = 21.57, p = 0.049). These vari-
ables, except for the health outcomes, were included in further Table 2. Odds Ratios (95% Confidence Interval)
analyses. Cities, maternal education levels, and parental gam- and Significance Obtained from the Multinomial
bling were also selected due to the reason that associations Logistic Regression of Violence Exposure,
between these variables and cyberbullying and victimization Other Potential Confounding Factors
attained a significance level p0.20. Other Internet-related var- on Cyberbullying and Victimization
iables were not included in further analyses due to the afore-
mentioned reasons. Variables in the
final model OR (95% CI)a Significance
The results obtained from the multinomial logistic regres-
sion analyses were presented in Table 2. Five variables re- Cyberbullying and
mained significant in the final model after adjusting for each victimization
other. The results suggested that, after adjusting for other Violence exposure 2.20 (1.36–3.55) t = 3.36, p = 0.002
potential confounding factors, including time spent online, Parental binge 2.16 (1.20–3.88) t = 2.69, p = 0.012
moderate to severe exposure to violent online games was drinking
significantly associated with bullying–victimization (t = 2.93, Anger 1.04 (0.97–1.12) t = 1.20, p = 0.239
p = 0.007) and bullying only (t = 2.64, p = 0.014), but not with Hostility 1.07 (1.01–1.14) t = 2.36, p = 0.026
victimization only. Students who had been involved in ADHD 1.04 (0.99–1.09) t = 1.69, p = 0.102
Cyberbullying
cyberbullying as well as being victimized were two times as
Violence exposure 3.75 (1.50–9.35) t = 2.96, p = 0.006
likely to have been moderately to severely exposed to violent Parental binge 0.22 (0.05–1.00) t = - 2.09, p = 0.050
online games (OR = 2.04, 95% CI = 1.24–3.35). For those who drinking
had been involved in bullying others via cyberspace, it was Anger 1.11 (0.95–1.29) t = 1.42, p = 0.166
nearly 4 times as likely that they had been exposed to violent Hostility 0.94 (0.88–1.00) t = - 2.04, p = 0.051
online games moderately or severely (OR = 3.60, 95% ADHD 1.02 (0.95–1.08) t = 0.46, p = 0.651
CI = 1.33–9.72). An examination of the interaction terms of the Cybervictimization
exposure variable and other potential confounding variables Violence exposure 0.99 (0.45–2.19) t = - 0.02, p = 0.986
indicated that none were significant. Parental binge 1.69 (1.05–2.74) t = 2.25, p = 0.033
drinking
Anger 1.09 (1.05–1.13) t = 5.23, p < 0.001
Discussion
Hostility 1.02 (0.95–1.09) t = 0.57, p = 0.577
This study aims to examine the relationship between ADHD 0.99 (0.96–1.03) t = - 0.28, p = 0.782
exposure to violent online games and cyberbullying and
Bold indicates significant results.
victimization among a population of young people in a
Non-bully-victim group as the referent group; ORs were
Northeast China. The results suggested that moderate to calculated with adjustment to cluster sampling effect.
severe exposure to violent online games was significantly OR, odds ratio; CI, confidence interval.
164 LAM ET AL.

associated with being a perpetrator and victim as well as a countries that render them ineffective in protecting children
perpetrator only of cyberbullying. The results indicated there and young people on the Internet.35 Should the potential
were no significant associations between exposure to online causal link between exposure to online violent games and
game violence and being a victim of cyberbullying. cyberbullying and victimization be demonstrated, this infor-
Due to the lack of a similar study, a comparison of results is mation could possibly be utilized to facilitate evidence-based
difficult. However, the point estimate of cyberbullying and policy making. It could be used to support the argument for
victimization obtained from this study could be compared to international regulations on violent online game censorship.
that reported in the literature, particularly from studies con- As in all studies, there are strengths and weaknesses in this
ducted in the United States.12,13 For each subtype of bullying study. This is a population-based study that includes a
and victimization, the pattern of distribution remains similar random sample of students from two large cities utilizing a
with a larger proportion of victims of bullying at 14.4 percent, two-stage cluster random sampling technique. An appropri-
followed by perpetrators-victims of 8.4 percent, with only 2.9 ate statistical analytical approach has been used to adjust for
percent of perpetrators only. Also, in consistent with the the effect of cluster sampling. The use of a standardized and
literature are the associations between cyberbullying and validated assessment instrument for cyberbullying mini-
victimization and depression and intentional self-harm. The mized some measurement biases. Some potential limitations
results of this study provided further evidence of the detri- have also been identified in this study. First, information on
mental effects of cyberbullying and victimization on the violence exposure is collected using a single question via self-
mental health among young people. reporting. It is an assessment of self-perception of violence
There could be many explanations for the associations exposure, not a quantitative measure of real life exposure.
between exposure to violent online games and cyberbullying Hence, this will constitute an assessment bias in the exposure
and victimization. The most intuitive one is that exposure to variable although it would most likely be a nondifferential
violence online games, as to other violence through media, bias. Second, a cross-sectional study could be considered as
will enhance the aggressive tendency of an individual.9 An- an appropriate design for exploring potential risk factors for a
derson and Bushman have put forth the General Aggression condition or disease. However, the evidence provided from
Model (GAM) for the formation of the long-term effects of such a study can only be considered as associative and it is
exposure to video game violence.5 The model stipulates that insufficient to draw any causal inference.36 This study can be
repeated violent game playing will lead to an increase in considered as an exploratory study to identify the potential
aggressive belief and attitude; enhancement of aggressive risk factors for cyberbullying and victimization among
perceptual schemata; deepening of aggression desensitiza- adolescents. Future studies could be conducted with a better
tion; and thus, an increase in aggressive personality. This, in design, such as a longitudinal cohort study, to elucidate
turn, will manifest as aggressive behavior when the envi- whether the association is of a causal nature. To improve the
ronmental trigger is available.5 The results obtained from this assessment of exposure to violent online games, it would be
study renders some support to the GAM for the following prudent to employ a more objective method, such as utilizing
two reasons. First, exposure to violent online games is sig- content descriptor ratings of games provided by the U.S.
nificantly associated with anger and hostility, and both are Entertainment Software rating Board (ESRB).
measures of an aggressive personality. Second, exposure to
violent online games has increased the odds of being a per- Author Disclosure Statement
petrator as well as a perpetrator-victim of cyberbullying, but
All authors ensure that there is no conflict of interest of any
not for victims of cyberbullying. One remaining issue in this
kind involved in the production of this manuscript nor is the
explanation is the interaction terms between exposure and
study associated with any commercial bodies. No competing
anger, as well as exposure and hostility as are both insignif-
financial interests exist.
icant in the model. These results seem to suggest a direct
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