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Home • News • Games • Games are the largest medium of cyberbullying in Japan
Entertainment Games

Games Are the Biggest Means of Cyberbullying in Japan

Charles Ono
By Charles Ono
Hello everybody! My name is Charlles and I'm here to spread all my love for Japanese culture, especially anime!
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14/02/2022
Anime
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And how about checking out this controversial news saying that Games Are the Biggest Means of Cyberbullying in Japan! So, you need to check out this research done by Yahoo! News Japan. Therefore, they identified a 4% increase in Cyberbullying among Japanese youth over the last 5 years! Now, enough nonsense and let's understand what games have to do with all of this:

Games Are the Biggest Means of Cyberbullying in Japan

Anime

First, the research shows that the percentage of public and private high school students in Kyoto and Shiga prefectures who experienced cyberbullying in 2020 was 8.7%. Therefore, this represents an increase of 3.5 percentage points compared to the previous survey in 2015.

What's more, according to a large-scale survey conducted in collaboration with 64,000 students, online gaming was the most common source of harm, and the group of university researchers who conducted the study believe this may be due to the fact that students spend more time at home due to the COVID-19 pandemic.

Cyberbullying – Incidences and Social Networks

8.7% of respondents suffered cyberbullying. 6.2% in a single incident and 2.5% in several. As for the tools used, online games had the highest participation with 40.7%. Thus, defamation through chat in a game played by several people simultaneously on the Internet is the most common.

On the other hand, we have Twitter next with 22.8%, which represents a significant drop compared to the previous survey (51.8%). While LINE also fell from 39.7% to 20.8%. 45.8% of those interviewed said they were able to “almost identify” the aggressor, but below the 67.5% in the previous survey.

Finally, Professor Seiji Hara from Bukkyo University, who led the research, said: “I was surprised to discover that online gaming was implicated in 40% of cyberbullying. Amid the COVID-19 pandemic, we can say that online communications have become abnormal. But in the gaming world, neither parents nor teachers know what's going on inside. Real conversations at home are important. The research was carried out between November 2020 and March 2021 and involved 132 schools (82 in Kyoto and 50 in Shiga).

Anyway guys, what do you think of all this? Honestly, you always hear cyberbullying in games, as anyone who plays anything can tell you that. In any case, leave your opinion and see you next time!

Source: Yahoo! News Japan

Tags: bullying games Cyberbullying Cyberbullying japan Cyberbullying games Cyberbullying in games games and bullying games and Cyberbullying Games Are the Biggest Means of Cyberbullying in Japan
By Charles Ono
Follow:
Hello everybody! My name is Charlles and I'm here to spread all my love for Japanese culture, especially anime!
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