Cyberbullying em jogos online – categorização dos conteúdos, levantamento nacional dos jogadores e perfil das vítimas
| Ano de defesa: | 2014 |
|---|---|
| Autor(a) principal: | |
| Orientador(a): | |
| Banca de defesa: | , |
| 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: | |
| Palavras-chave em Inglês: | |
| 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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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). 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| 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 |
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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. |
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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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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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