This research explored the influencing factors of gender swapping among female players in online games and their impact on online gaming behavior. Based on an online survey of 3,658 female players in ...China, we found that perceived benefits and the
tendency, a psychological indulgence in enjoying novels, comics, or series on love and sex between attractive males, were the most important factors for female players to employ male avatars. Sexual orientation, perceived anonymity, and perceived tolerance also had a significant influence on gender swapping. Different from the practical benefits perceived by men who use female avatars in online games, the perceived benefit for female players who use male avatars was to avoid gender discrimination. In order to obtain more freedom and fairer treatment, they chose male avatars for a better experience. Female players with a higher degree of gender swapping showed a stronger aggressiveness and dominant "hyper-masculinity" behavior tendency in the game. Though online virtual worlds may be a convenient place for females to experience gender equality through gender swapping, the findings of this study suggest that gender swapping in games may, to some extent, perpetuate or even reinforce gender stereotypes in the real world.
This study aimed to investigate the prevalence of cyberbullying and factors in cyberbullying perpetration with a national sample of 4000 adolescents selected through multi-stage cluster sampling. The ...respondents were 2166 boys (54.1%) and 1834 girls (45.9%) in 7th–12th grades at 24 middle and 24 high schools across South Korea. Statistical analyses of the survey data are summarized as follows. First, 34% of the respondent students were involved in cyberbullying as bullies (6.3%), victims (14.6%), or both bullies and victims (13.1%). Boys had a higher percentage of cyberbullying perpetration than girls. Second, variables for time spent on chat services and Social Network Services (SNS), the experience of being cyberbullied, and offline bullying perpetration tended to increase the probability of students being perpetrators of cyberbullying. However, the cognitive empathy variable contributed to decreased cyberbullying perpetration behaviors. Third, the variables of parental attachment and satisfaction with school life had little impact on perpetration of cyberbullying. These results were discussed to improve the understanding of the characteristics of cyberbullying among Korean adolescents and the youth population in general, while providing educators and researchers information on cyberbullying with practical consideration to its prevention.
•Boys had a higher percentage of cyberbullying perpetrations than girls.•Girls exerted relational violence through chat services more than boys did.•The cognitive empathy variable contributed to decreased cyberbullying perpetration behaviors.•Cyberbullied experiences were positively related to cyberbullying perpetration.
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The application layer in the Internet protocol suite offers a significant degree of freedom regarding the orchestration of distributed denial-of-service attacks due to many different and ...unstandardized protocols. The primary focus of defending against application-layer distributed denial-of-service attacks has traditionally been Hypertext Transfer Protocols oriented while observing individual users’ actions independently from one another. In this paper, we present and analyze a novel application-layer DDoS attack in massively multiplayer online games that utilize the cooperative efforts of the attackers to deplete the server’s or players’ bandwidth. The attack exploits in-game dependencies between players to cause a massive spike in bandwidth while the attackers’ traffic remains legitimate. We introduce a multiplayer-relations graph to model user behavior on a game server. Additionally, we demonstrate the attack’s devastating capabilities on an emulated World of Warcraft server. Lastly, we discuss flaws of the existing defense mechanisms and possible approaches for the detection of these attacks using graph theory and multiplayer-relations graphs.
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34.
Communities of Play Pearce, Celia; Boellstorff, Tom; Nardi, Bonnie A
2009, 2011-09-30, 20090101
eBook
The odyssey of a group of "refugees" from a closed-down online game and an exploration of emergent fan cultures in virtual worlds.
Based on recent researches, there is an alarming rate of children addiction towards online games, from the mild ones to the heavy ones. These community empowerment activities focus upon the ...educational purposes for elementary school children in developing healthy games-online habits. Games online were chosen because they posed more risks in comparison to offline games since the anonymity in the virtual world. Initial interviews, FGDs and training were methods chosen and were continued with educational activities and advocacy. From the initial reviews, it was found that many school-aged children have their own gadgets and have their own social media accounts. It was also found that students spent 2 to 4 hours per day using their gadgets, mostly playing online games without parental supervision. This community empowerment act produces several recommendation and suggestions responding to these problems. Firstly, we recommend children to be open to their parents in regards of their online activities (including games they participate daily). Secondly, we recommend children not to engage in private conversation with strangers in virtual worlds. Thirdly, we also advocate children to produce creative contents instead of being passive consumers. Further advocacies and trainings are needed and will be organise after the school is safe and open after Covid-19 pandemic.
This study examines people's engagement in the media that relates to the socio-cultural dynamic to adjust to the Covid-19 pandemic situation. This study aims to describe online activities -in the ...context of the 76th Indonesia's Independence Day celebration- as a form of socio-cultural mediatization. This study is using digital ethnographic methods and collects data through observations, interviews, activity participation, and documentation of the informants' conversations on WhatsApp groups. This study finds the meaning of online activities as a form of community adaptation to social situations and efforts to maintain routine, harmony, and togetherness. Online activities are a form of social transformation and a new pattern of celebrating Independence Day which is increasingly related to the practice of using digital media, especially during the Covid-19 pandemic. Online activities are also an opportunity that shifts social values that are based on togetherness in terms of time and place, into virtual presence and participation.
The purpose of this study was to see the significant effect of online games on students' mathematics learning outcomes at SMP N 1 Sintuk Toboh Gadang. The approach used in this study is a ...quantitative approach with the type of correlational research, namely research conducted between two or more variables that aims to find out whether there is a relationship and if there is, how close the relationship is and whether or not the relationship is meaningful. The instrument used in this study was a questionnaire or questionnaire and learning outcomes test used to determine the effect of online games on students' mathematics learning outcomes. The analysis used in this study was simple linear regression analysis. The results showed that: 1. The mathematics learning outcomes of grade VIII SMPN 1 Sintuk Toboh Gadang students who liked to play online games varied widely 2. There was an influence between playing online games on the mathematics learning outcomes of eighth grade students of SMPN 1 Sintuk Toboh Gadang, which was indicated by F count = 47, 85 F table = 4.6 this can also be seen from the regression coefficient value of -0.882. The simple linear regression equation obtained is Y = 184.41-0.6X where Y is the result of learning mathematics and X is the online games variable. The conclusion is that there is a negative effect of online games on students' mathematics learning outcomes in class VIII SMPN 1 Sintuk Toboh Gadang, both up and down and all independent variables (X) have an effect on the dependent variable (Y) of 77.7%.
El estudio se basa en el juego de Internet, que utiliza acertijos de frases, creados por usuarios de Runet que juegan con unidades precedentes y reemplazan todas las palabras del prototipo por otras ...contrastantes. La relevancia del estudio está motivada por el interés de la lingüística moderna en el fenómeno de la unidad precedente. El objeto del estudio son las antifrases y sus prototipos precedentes, en los que los reemplazos de palabras contrastantes se realizan de acuerdo con el principio de aspecto-aspecto. El artículo concluye que la mayoría de las veces se hacen reemplazos contrastantes para grupos de co-hipónimos como somatismos, colorantes, nombres de familiares, zoónimos y nombres de alimentos.
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With the advent of digital games came the advent of gamer cultures and identities. A “gamer” became a new social first for the group of individuals who played video games (primarily in arcades) in ...the late 1970’s. Over time, however, gamer cultures have grown into what is largely discussed as “toxic cultures,” and come to become more associated with exclusion than inclusion if you don’t fit a certain mold. Despite its prevalence, deviant behaviors in games as a subject of academic study is a confusing space, with different researchers using different criteria to describe the same things. This article provides the first comprehensive cataloging and overview of dark participation in games. This includes defining these behaviors, cataloging their variants, and discussing their social and psychological impact and their potential underpinnings. It is critical to establish a shared language about what these behaviors are in order to effectively understand and combat them.
Most studies have investigated the effects of communication on perceived social capital in online games without paying much attention to the directionality of message exchanges. This study examines ...how the frequency of inbound and outbound directed communication affects perceived social capital and if players’ actual network positions moderate this relationship. Using behavioral data, network data, and survey data from a popular online game, World of Tanks, this study found the “poor-get-richer” pattern for perceived bridging social capital. Players situated in disadvantageous network positions for acquiring bridging social capital (i.e., low brokerage) compensated for their deficiencies through both inbound and outbound communication. In contrast, the results suggested the “rich-get-richer” pattern for perceived bonding social capital. Those situated in more advantageous network positions for acquiring bonding social capital (i.e., high closure) tended to have the greatest gains in perceived bonding social capital as inbound communication increased, but not outbound communication.
•This study analyzed a combination of survey, behavioral log data, and network data from a popular online game.•Message directions and network positions jointly affected perceived social capital.•For social capital accrual, receiving messages was relatively more important than sending out messages.
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GEOZS, IJS, IMTLJ, KILJ, KISLJ, NUK, OILJ, PNG, SAZU, SBCE, SBJE, UL, UM, UPCLJ, UPUK, ZRSKP