Cyberbullying em jogos online – categorização dos conteúdos, levantamento nacional dos jogadores e perfil das vítimas

Detalhes bibliográficos
Ano de defesa: 2014
Autor(a) principal: Carvalho, Evelise Galvão de lattes
Orientador(a): Rocha, Giovana Veloso Munhoz da
Banca de defesa: Williams, Lúcia Cavalcanti de Albuquerque, Ormeno, Gabriela Isabel Reyes
Tipo de documento: Dissertação
Tipo de acesso: Acesso aberto
Idioma: por
Instituição de defesa: Universidade Tuiuti do Parana
Programa de Pós-Graduação: Mestrado em Psicologia
Departamento: Psicologia
País: Brasil
Palavras-chave em Português:
Lei
Palavras-chave em Inglês:
Law
Área do conhecimento CNPq:
Resumo em Inglês: This research was split into three studies which had as the main objective to analyze and understand cyberbullying within the game, League of Legends. The first study investigated 250 games, by tribunal, of League of Legends; the content, and insults used for the practice of cyberbullying in League of Legends. Cyberbullying showed up in the form of direct insults, racism, prejudice, indirect insults, and profanity. The word "Trash", and its variations, were the insults more often used (fi = 1.79) per game followed by Noob (fi = 1.15). All these terms were been categorized and classified in the current legislation in Brazil, to analyze the feasibility of possible punishment of offenders. The second study focused on the national survey (n = 1348) of the League of Legends’ players using an online questionnaire regarding their demographics, victimization and consequences of these abuses. A large portion of the players are from Southeast (52 %) of Brazil; 90 % said they had been victims of violence in the last week, and 23% had their daily activities affected by aggressions within the game. The third study (n=3) profiled the victims of cyberbullying by interview and psychological inventories, results showed that participants underwent at risk parenting styles and had a history of being victims of bullying during childhood and adolescence.
Link de acesso: http://tede.utp.br:8080/jspui/handle/tede/1366
Resumo: This research was split into three studies which had as the main objective to analyze and understand cyberbullying within the game, League of Legends. The first study investigated 250 games, by tribunal, of League of Legends; the content, and insults used for the practice of cyberbullying in League of Legends. Cyberbullying showed up in the form of direct insults, racism, prejudice, indirect insults, and profanity. The word "Trash", and its variations, were the insults more often used (fi = 1.79) per game followed by Noob (fi = 1.15). All these terms were been categorized and classified in the current legislation in Brazil, to analyze the feasibility of possible punishment of offenders. The second study focused on the national survey (n = 1348) of the League of Legends’ players using an online questionnaire regarding their demographics, victimization and consequences of these abuses. A large portion of the players are from Southeast (52 %) of Brazil; 90 % said they had been victims of violence in the last week, and 23% had their daily activities affected by aggressions within the game. The third study (n=3) profiled the victims of cyberbullying by interview and psychological inventories, results showed that participants underwent at risk parenting styles and had a history of being victims of bullying during childhood and adolescence.
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spelling Rocha, Giovana Veloso Munhoz daWilliams, Lúcia Cavalcanti de AlbuquerqueOrmeno, Gabriela Isabel Reyeshttp://lattes.cnpq.br/9178441650722127Carvalho, Evelise Galvão de2018-06-18T16:48:59Z2014-04-01Carvalho, Evelise Galvão de. Cyberbullying em jogos online – categorização dos conteúdos, levantamento nacional dos jogadores e perfil das vítimas. 2014.107 f. Dissertação( Mestrado em Psicologia) - Universidade Tuiuti do Paraná, Curitiba, 2014.http://tede.utp.br:8080/jspui/handle/tede/1366This research was split into three studies which had as the main objective to analyze and understand cyberbullying within the game, League of Legends. The first study investigated 250 games, by tribunal, of League of Legends; the content, and insults used for the practice of cyberbullying in League of Legends. Cyberbullying showed up in the form of direct insults, racism, prejudice, indirect insults, and profanity. The word "Trash", and its variations, were the insults more often used (fi = 1.79) per game followed by Noob (fi = 1.15). All these terms were been categorized and classified in the current legislation in Brazil, to analyze the feasibility of possible punishment of offenders. The second study focused on the national survey (n = 1348) of the League of Legends’ players using an online questionnaire regarding their demographics, victimization and consequences of these abuses. A large portion of the players are from Southeast (52 %) of Brazil; 90 % said they had been victims of violence in the last week, and 23% had their daily activities affected by aggressions within the game. The third study (n=3) profiled the victims of cyberbullying by interview and psychological inventories, results showed that participants underwent at risk parenting styles and had a history of being victims of bullying during childhood and adolescence.Esta pesquisa é composta por em três estudos que tiveram como objetivo geral analisar o cyberbullying dentro do jogo League of Legends. O primeiro estudo analisou em 250 jogos, via tribunal do jogo League of Legends, os conteúdo e insultos utilizados para a prática de cyberbullying dentro do jogo. O cyberbullying mostrou-se na forma de insultos diretos, racismo, preconceito, insultos indiretos e palavras de baixo calão. A palavra “Lixo”, e suas variações, foi o insulto com maior frequência (f =1,79) por partida seguida por Noob (f= 1,15). Todos esses termos foram categorizados e enquadrados no ordenamento jurídico vigente no Brasil para análise da viabilidade da possível punição aos autores. O segundo estudo teve como foco uma amostra brasileira (n=1348) de jogadores de League of Legends que responderam a um questionário online fornecendo dados demográficos, sobre vitimização e consequências das agressões sofridas durante episódios de cyberbullying no League of Legends. Uma significativa parcela dos jogadores encontra-se na região sudeste (52%) do Brasil, 90% afirmaram terem sido vítimas de agressões na última semana e 23% tiveram suas atividades diárias afetadas pelas agressões sofridas no jogo. O terceiro estudo (n=3) traçou o perfil das vítimas de cyberbullying por meio de entrevista e inventários psicológicos. Os resultados obtidos demonstraram que os participantes foram submetidos a estilos parentais de risco e tiveram histórico de bullying verbal, físico e indireto na infância e adolescência.Submitted by Divanete Paiva (divanete.paiva@utp.br) on 2018-06-18T16:48:59Z No. of bitstreams: 1 CYBERBULLYING EM JOGOS.pdf: 1446475 bytes, checksum: 4b911bbf08be61b9079229da8ce96bf9 (MD5)Made available in DSpace on 2018-06-18T16:48:59Z (GMT). No. of bitstreams: 1 CYBERBULLYING EM JOGOS.pdf: 1446475 bytes, checksum: 4b911bbf08be61b9079229da8ce96bf9 (MD5) Previous issue date: 2014-04-01application/pdfporUniversidade Tuiuti do ParanaMestrado em PsicologiaUTPBrasilPsicologiaCyberbullyingJogos onlineLeiOnline gamesLawLeague of legendsCIENCIAS HUMANAS::PSICOLOGIACyberbullying em jogos online – categorização dos conteúdos, levantamento nacional dos jogadores e perfil das vítimasinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesis-3503794138024189936500500600-20264806594006156123411867255817377423info:eu-repo/semantics/openAccessreponame:Biblioteca Digital de Teses e Dissertações do UTPinstname:Universidade Tuiuti do Paranáinstacron:UTPLICENSElicense.txtlicense.txttext/plain; charset=utf-82165http://localhost:8080/tede/bitstream/tede/1366/1/license.txtbd3efa91386c1718a7f26a329fdcb468MD51ORIGINALCYBERBULLYING EM JOGOS.pdfCYBERBULLYING EM JOGOS.pdfapplication/pdf1446475http://localhost:8080/tede/bitstream/tede/1366/2/CYBERBULLYING+EM+JOGOS.pdf4b911bbf08be61b9079229da8ce96bf9MD52tede/1366oai:localhost:tede/13662018-06-18 13:48:59.128TEDEtede@utp.brTk9UQTogQ09MT1FVRSBBUVVJIEEgU1VBIFBSw5NQUklBIExJQ0VOw4dBCkVzdGEgbGljZW7Dp2EgZGUgZXhlbXBsbyDDqSBmb3JuZWNpZGEgYXBlbmFzIHBhcmEgZmlucyBpbmZvcm1hdGl2b3MuCgpMSUNFTsOHQSBERSBESVNUUklCVUnDh8ODTyBOw4NPLUVYQ0xVU0lWQQoKQ29tIGEgYXByZXNlbnRhw6fDo28gZGVzdGEgbGljZW7Dp2EsIHZvY8OqIChvIGF1dG9yIChlcykgb3UgbyB0aXR1bGFyIGRvcyBkaXJlaXRvcyBkZSBhdXRvcikgY29uY2VkZSDDoCBVbml2ZXJzaWRhZGUgClhYWCAoU2lnbGEgZGEgVW5pdmVyc2lkYWRlKSBvIGRpcmVpdG8gbsOjby1leGNsdXNpdm8gZGUgcmVwcm9kdXppciwgIHRyYWR1emlyIChjb25mb3JtZSBkZWZpbmlkbyBhYmFpeG8pLCBlL291IApkaXN0cmlidWlyIGEgc3VhIHRlc2Ugb3UgZGlzc2VydGHDp8OjbyAoaW5jbHVpbmRvIG8gcmVzdW1vKSBwb3IgdG9kbyBvIG11bmRvIG5vIGZvcm1hdG8gaW1wcmVzc28gZSBlbGV0csO0bmljbyBlIAplbSBxdWFscXVlciBtZWlvLCBpbmNsdWluZG8gb3MgZm9ybWF0b3Mgw6F1ZGlvIG91IHbDrWRlby4KClZvY8OqIGNvbmNvcmRhIHF1ZSBhIFNpZ2xhIGRlIFVuaXZlcnNpZGFkZSBwb2RlLCBzZW0gYWx0ZXJhciBvIGNvbnRlw7pkbywgdHJhbnNwb3IgYSBzdWEgdGVzZSBvdSBkaXNzZXJ0YcOnw6NvIApwYXJhIHF1YWxxdWVyIG1laW8gb3UgZm9ybWF0byBwYXJhIGZpbnMgZGUgcHJlc2VydmHDp8Ojby4KClZvY8OqIHRhbWLDqW0gY29uY29yZGEgcXVlIGEgU2lnbGEgZGUgVW5pdmVyc2lkYWRlIHBvZGUgbWFudGVyIG1haXMgZGUgdW1hIGPDs3BpYSBhIHN1YSB0ZXNlIG91IApkaXNzZXJ0YcOnw6NvIHBhcmEgZmlucyBkZSBzZWd1cmFuw6dhLCBiYWNrLXVwIGUgcHJlc2VydmHDp8Ojby4KClZvY8OqIGRlY2xhcmEgcXVlIGEgc3VhIHRlc2Ugb3UgZGlzc2VydGHDp8OjbyDDqSBvcmlnaW5hbCBlIHF1ZSB2b2PDqiB0ZW0gbyBwb2RlciBkZSBjb25jZWRlciBvcyBkaXJlaXRvcyBjb250aWRvcyAKbmVzdGEgbGljZW7Dp2EuIFZvY8OqIHRhbWLDqW0gZGVjbGFyYSBxdWUgbyBkZXDDs3NpdG8gZGEgc3VhIHRlc2Ugb3UgZGlzc2VydGHDp8OjbyBuw6NvLCBxdWUgc2VqYSBkZSBzZXUgCmNvbmhlY2ltZW50bywgaW5mcmluZ2UgZGlyZWl0b3MgYXV0b3JhaXMgZGUgbmluZ3XDqW0uCgpDYXNvIGEgc3VhIHRlc2Ugb3UgZGlzc2VydGHDp8OjbyBjb250ZW5oYSBtYXRlcmlhbCBxdWUgdm9jw6ogbsOjbyBwb3NzdWkgYSB0aXR1bGFyaWRhZGUgZG9zIGRpcmVpdG9zIGF1dG9yYWlzLCB2b2PDqiAKZGVjbGFyYSBxdWUgb2J0ZXZlIGEgcGVybWlzc8OjbyBpcnJlc3RyaXRhIGRvIGRldGVudG9yIGRvcyBkaXJlaXRvcyBhdXRvcmFpcyBwYXJhIGNvbmNlZGVyIMOgIFNpZ2xhIGRlIFVuaXZlcnNpZGFkZSAKb3MgZGlyZWl0b3MgYXByZXNlbnRhZG9zIG5lc3RhIGxpY2Vuw6dhLCBlIHF1ZSBlc3NlIG1hdGVyaWFsIGRlIHByb3ByaWVkYWRlIGRlIHRlcmNlaXJvcyBlc3TDoSBjbGFyYW1lbnRlIAppZGVudGlmaWNhZG8gZSByZWNvbmhlY2lkbyBubyB0ZXh0byBvdSBubyBjb250ZcO6ZG8gZGEgdGVzZSBvdSBkaXNzZXJ0YcOnw6NvIG9yYSBkZXBvc2l0YWRhLgoKQ0FTTyBBIFRFU0UgT1UgRElTU0VSVEHDh8ODTyBPUkEgREVQT1NJVEFEQSBURU5IQSBTSURPIFJFU1VMVEFETyBERSBVTSBQQVRST0PDjU5JTyBPVSAKQVBPSU8gREUgVU1BIEFHw4pOQ0lBIERFIEZPTUVOVE8gT1UgT1VUUk8gT1JHQU5JU01PIFFVRSBOw4NPIFNFSkEgQSBTSUdMQSBERSAKVU5JVkVSU0lEQURFLCBWT0PDiiBERUNMQVJBIFFVRSBSRVNQRUlUT1UgVE9ET1MgRSBRVUFJU1FVRVIgRElSRUlUT1MgREUgUkVWSVPDg08gQ09NTyAKVEFNQsOJTSBBUyBERU1BSVMgT0JSSUdBw4fDlUVTIEVYSUdJREFTIFBPUiBDT05UUkFUTyBPVSBBQ09SRE8uCgpBIFNpZ2xhIGRlIFVuaXZlcnNpZGFkZSBzZSBjb21wcm9tZXRlIGEgaWRlbnRpZmljYXIgY2xhcmFtZW50ZSBvIHNldSBub21lIChzKSBvdSBvKHMpIG5vbWUocykgZG8ocykgCmRldGVudG9yKGVzKSBkb3MgZGlyZWl0b3MgYXV0b3JhaXMgZGEgdGVzZSBvdSBkaXNzZXJ0YcOnw6NvLCBlIG7Do28gZmFyw6EgcXVhbHF1ZXIgYWx0ZXJhw6fDo28sIGFsw6ltIGRhcXVlbGFzIApjb25jZWRpZGFzIHBvciBlc3RhIGxpY2Vuw6dhLgo=
dc.title.por.fl_str_mv Cyberbullying em jogos online – categorização dos conteúdos, levantamento nacional dos jogadores e perfil das vítimas
title Cyberbullying em jogos online – categorização dos conteúdos, levantamento nacional dos jogadores e perfil das vítimas
spellingShingle Cyberbullying em jogos online – categorização dos conteúdos, levantamento nacional dos jogadores e perfil das vítimas
Carvalho, Evelise Galvão de
Cyberbullying
Jogos online
Lei
Online games
Law
League of legends
CIENCIAS HUMANAS::PSICOLOGIA
title_short Cyberbullying em jogos online – categorização dos conteúdos, levantamento nacional dos jogadores e perfil das vítimas
title_full Cyberbullying em jogos online – categorização dos conteúdos, levantamento nacional dos jogadores e perfil das vítimas
title_fullStr Cyberbullying em jogos online – categorização dos conteúdos, levantamento nacional dos jogadores e perfil das vítimas
title_full_unstemmed Cyberbullying em jogos online – categorização dos conteúdos, levantamento nacional dos jogadores e perfil das vítimas
title_sort Cyberbullying em jogos online – categorização dos conteúdos, levantamento nacional dos jogadores e perfil das vítimas
author Carvalho, Evelise Galvão de
author_facet Carvalho, Evelise Galvão de
author_role author
dc.contributor.advisor1.fl_str_mv Rocha, Giovana Veloso Munhoz da
dc.contributor.referee1.fl_str_mv Williams, Lúcia Cavalcanti de Albuquerque
dc.contributor.referee2.fl_str_mv Ormeno, Gabriela Isabel Reyes
dc.contributor.authorLattes.fl_str_mv http://lattes.cnpq.br/9178441650722127
dc.contributor.author.fl_str_mv Carvalho, Evelise Galvão de
contributor_str_mv Rocha, Giovana Veloso Munhoz da
Williams, Lúcia Cavalcanti de Albuquerque
Ormeno, Gabriela Isabel Reyes
dc.subject.por.fl_str_mv Cyberbullying
Jogos online
Lei
topic Cyberbullying
Jogos online
Lei
Online games
Law
League of legends
CIENCIAS HUMANAS::PSICOLOGIA
dc.subject.eng.fl_str_mv Online games
Law
League of legends
dc.subject.cnpq.fl_str_mv CIENCIAS HUMANAS::PSICOLOGIA
dc.description.abstract.eng.fl_txt_mv This research was split into three studies which had as the main objective to analyze and understand cyberbullying within the game, League of Legends. The first study investigated 250 games, by tribunal, of League of Legends; the content, and insults used for the practice of cyberbullying in League of Legends. Cyberbullying showed up in the form of direct insults, racism, prejudice, indirect insults, and profanity. The word "Trash", and its variations, were the insults more often used (fi = 1.79) per game followed by Noob (fi = 1.15). All these terms were been categorized and classified in the current legislation in Brazil, to analyze the feasibility of possible punishment of offenders. The second study focused on the national survey (n = 1348) of the League of Legends’ players using an online questionnaire regarding their demographics, victimization and consequences of these abuses. A large portion of the players are from Southeast (52 %) of Brazil; 90 % said they had been victims of violence in the last week, and 23% had their daily activities affected by aggressions within the game. The third study (n=3) profiled the victims of cyberbullying by interview and psychological inventories, results showed that participants underwent at risk parenting styles and had a history of being victims of bullying during childhood and adolescence.
dc.description.abstract.por.fl_txt_mv Esta pesquisa é composta por em três estudos que tiveram como objetivo geral analisar o cyberbullying dentro do jogo League of Legends. O primeiro estudo analisou em 250 jogos, via tribunal do jogo League of Legends, os conteúdo e insultos utilizados para a prática de cyberbullying dentro do jogo. O cyberbullying mostrou-se na forma de insultos diretos, racismo, preconceito, insultos indiretos e palavras de baixo calão. A palavra “Lixo”, e suas variações, foi o insulto com maior frequência (f =1,79) por partida seguida por Noob (f= 1,15). Todos esses termos foram categorizados e enquadrados no ordenamento jurídico vigente no Brasil para análise da viabilidade da possível punição aos autores. O segundo estudo teve como foco uma amostra brasileira (n=1348) de jogadores de League of Legends que responderam a um questionário online fornecendo dados demográficos, sobre vitimização e consequências das agressões sofridas durante episódios de cyberbullying no League of Legends. Uma significativa parcela dos jogadores encontra-se na região sudeste (52%) do Brasil, 90% afirmaram terem sido vítimas de agressões na última semana e 23% tiveram suas atividades diárias afetadas pelas agressões sofridas no jogo. O terceiro estudo (n=3) traçou o perfil das vítimas de cyberbullying por meio de entrevista e inventários psicológicos. Os resultados obtidos demonstraram que os participantes foram submetidos a estilos parentais de risco e tiveram histórico de bullying verbal, físico e indireto na infância e adolescência.
description This research was split into three studies which had as the main objective to analyze and understand cyberbullying within the game, League of Legends. The first study investigated 250 games, by tribunal, of League of Legends; the content, and insults used for the practice of cyberbullying in League of Legends. Cyberbullying showed up in the form of direct insults, racism, prejudice, indirect insults, and profanity. The word "Trash", and its variations, were the insults more often used (fi = 1.79) per game followed by Noob (fi = 1.15). All these terms were been categorized and classified in the current legislation in Brazil, to analyze the feasibility of possible punishment of offenders. The second study focused on the national survey (n = 1348) of the League of Legends’ players using an online questionnaire regarding their demographics, victimization and consequences of these abuses. A large portion of the players are from Southeast (52 %) of Brazil; 90 % said they had been victims of violence in the last week, and 23% had their daily activities affected by aggressions within the game. The third study (n=3) profiled the victims of cyberbullying by interview and psychological inventories, results showed that participants underwent at risk parenting styles and had a history of being victims of bullying during childhood and adolescence.
publishDate 2014
dc.date.issued.fl_str_mv 2014-04-01
dc.date.accessioned.fl_str_mv 2018-06-18T16:48:59Z
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dc.identifier.citation.fl_str_mv Carvalho, Evelise Galvão de. Cyberbullying em jogos online – categorização dos conteúdos, levantamento nacional dos jogadores e perfil das vítimas. 2014.107 f. Dissertação( Mestrado em Psicologia) - Universidade Tuiuti do Paraná, Curitiba, 2014.
dc.identifier.uri.fl_str_mv http://tede.utp.br:8080/jspui/handle/tede/1366
identifier_str_mv Carvalho, Evelise Galvão de. Cyberbullying em jogos online – categorização dos conteúdos, levantamento nacional dos jogadores e perfil das vítimas. 2014.107 f. Dissertação( Mestrado em Psicologia) - Universidade Tuiuti do Paraná, Curitiba, 2014.
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