{"title":"丹帕克有毒游戏Terhadap网络欺凌","authors":"Rosalina Febrianti, Eppy Setiyowati","doi":"10.33757/jik.v7i1.652","DOIUrl":null,"url":null,"abstract":"With the advancement of technology today, online games have added communication features to facilitate teamwork. However, it turns out that these features are being misused and trigger cyberbullying. As many as 62% or 14 million young gamers have become victims of bullying in the online games they play. This research was conducted to elucidate the extent to which toxic games impact cyberbullying among adolescents. A qualitative design will be employed, where data will be collected through descriptive methods and deep interviews conducted face-to-face with 10 respondents aged between 13-18 years, in various regions of Surabaya, East Java. The Research found that cyberbullying, a form of oppressive behavior in online games, is fueled by the emotional state of the perpetrators towards their victims and has detrimental effects on mental health. However, statements from respondents reveal that, in this era, cyberbullying is considered a norm and that victims are often unable to take meaningful action. Conclusion: Cyberbullying is a form of oppression carried out through online media, driven by various motives such as the emotional state of the perpetrator towards the victim. The impact of cyberbullying can be quite dangerous as it can disrupt mental health and even lead victims to contemplate suicide. However, our respondents stated that cyberbullying has no impact or influence on their personal lives.","PeriodicalId":331101,"journal":{"name":"JIK JURNAL ILMU KESEHATAN","volume":"51 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2023-04-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":"{\"title\":\"Dampak Toxic Game Terhadap Cyber Bullying\",\"authors\":\"Rosalina Febrianti, Eppy Setiyowati\",\"doi\":\"10.33757/jik.v7i1.652\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"With the advancement of technology today, online games have added communication features to facilitate teamwork. However, it turns out that these features are being misused and trigger cyberbullying. As many as 62% or 14 million young gamers have become victims of bullying in the online games they play. This research was conducted to elucidate the extent to which toxic games impact cyberbullying among adolescents. A qualitative design will be employed, where data will be collected through descriptive methods and deep interviews conducted face-to-face with 10 respondents aged between 13-18 years, in various regions of Surabaya, East Java. The Research found that cyberbullying, a form of oppressive behavior in online games, is fueled by the emotional state of the perpetrators towards their victims and has detrimental effects on mental health. However, statements from respondents reveal that, in this era, cyberbullying is considered a norm and that victims are often unable to take meaningful action. Conclusion: Cyberbullying is a form of oppression carried out through online media, driven by various motives such as the emotional state of the perpetrator towards the victim. The impact of cyberbullying can be quite dangerous as it can disrupt mental health and even lead victims to contemplate suicide. However, our respondents stated that cyberbullying has no impact or influence on their personal lives.\",\"PeriodicalId\":331101,\"journal\":{\"name\":\"JIK JURNAL ILMU KESEHATAN\",\"volume\":\"51 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2023-04-30\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"1\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"JIK JURNAL ILMU KESEHATAN\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.33757/jik.v7i1.652\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"JIK JURNAL ILMU KESEHATAN","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.33757/jik.v7i1.652","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
With the advancement of technology today, online games have added communication features to facilitate teamwork. However, it turns out that these features are being misused and trigger cyberbullying. As many as 62% or 14 million young gamers have become victims of bullying in the online games they play. This research was conducted to elucidate the extent to which toxic games impact cyberbullying among adolescents. A qualitative design will be employed, where data will be collected through descriptive methods and deep interviews conducted face-to-face with 10 respondents aged between 13-18 years, in various regions of Surabaya, East Java. The Research found that cyberbullying, a form of oppressive behavior in online games, is fueled by the emotional state of the perpetrators towards their victims and has detrimental effects on mental health. However, statements from respondents reveal that, in this era, cyberbullying is considered a norm and that victims are often unable to take meaningful action. Conclusion: Cyberbullying is a form of oppression carried out through online media, driven by various motives such as the emotional state of the perpetrator towards the victim. The impact of cyberbullying can be quite dangerous as it can disrupt mental health and even lead victims to contemplate suicide. However, our respondents stated that cyberbullying has no impact or influence on their personal lives.