GAME ON? ONLINE FRIENDSHIP, CYBERBULLYING, AND PSYCHOSOCIAL ADJUSTMENT IN HONG KONG CHINESE CHILDREN
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Journal of Social and Clinical Psychology, Vol. 32, No. 2, 2013, pp. 159-185 Leung and mcbride-chang GAME ON? Game On? Online Friendship, Cyberbullying, and Psychosocial Adjustment in Hong Kong Chinese Children Angel Nga-man Leung Hong Kong Community College, The Hong Kong Polytechnic University Catherine McBride-Chang The Chinese University of Hong Kong Across 626 Hong Kong Chinese fifth and sixth graders, children’s experiences of victimization and bullying in online and real life contexts were compared. Chil- dren reported their best friendships at school and online when playing massively multiplayer online games (MMOGs). With demographic variables, computer gaming habits, school victimization and real life friendship measures statistically controlled, online victimization uniquely and negatively explained variance in friendship satisfaction, while online friendship positively and significantly ex- plained additional variance in children’s social competence, friendship satisfac- tion, self esteem, and life satisfaction. This research demonstrates theoretical and practical importance of investigating social experiences (both negative, i.e., be- ing cyber-bullied, and positive, i.e., building up online friendship) for early ado- lescents’ psychosocial adjustment. The present study focused on friendship and bullying experienc- es of early adolescents, both at school and in an online computer gaming context. We aimed to explore the associations of friendship and bullying to more general aspects of children’s psychosocial ad- justment. As students are exposed to the internet at younger and Address correspondence to Catherine McBride-Chang, Room 539, Sino Building, the Chinese University of Hong Kong, Shatin, Hong Kong; E-mail: cmcbride@psy.cuhk. edu.hk © 2013 Guilford Publications, Inc. 159
160 LEUNG AND MCBRIDE-CHANG younger ages, the central focus of the present study was the way in which online social experiences might shape different aspects of children’s sense of well-being. Some researchers tend to believe there is a negative displacement relationship between computer game playing and social develop- ment (e.g., Kraut et al., 1998) and several past studies (e.g., Blais, Craig, Pepler, & Connolly, 2008; Ho & Lee, 2001; Holder, Boivin, Vitaro, & Bukowski,s 2009; Nie, 2001) have demonstrated that com- puter game playing is negatively associated with various aspects of psychosocial adjustment. In contrast, the stimulation theory argues that internet activities can stimulate relationship quality (Valken- burg & Peter, 2007). Correspondingly, studies have found positive relationships between computer game playing and psychological well-being, with players having a better self concept (e.g., Durkin & Barber, 2002), and playing computer games may be a useful so- cial experience (Durkin & Aisbett, 1999) as children can further de- velop social relationships within games, an important facet of psy- chological well-being (e.g., Griffiths, 2010; Raney, Smith, & Baker, 2006; Valkenburg & Peter, 2007). More specifically, the role of online games has been studied extensively in more recent studies. Bar- nett and Coulson (2010) suggested that in online games, especially in massively multiplayer games (MMOG), players often interact or work towards a goal, and friendship can be formed. Social ties (in terms of both online clan social capital and offline social and emotional support) can be predicted positively by the level of how gamers perceive the physical proximity, social proximity, and famil- iarity of other gamers (Trepte, Reinecke, & Juechems, 2012). Zhong (2011) suggested that social interactions and positive social expe- rience in MMOGs positively predict online relationships because of the strong ties being formed in games. In the present study, we tested these ideas across particular game playing experiences (i.e., MMOGs) in relation to friendship and bullying. The potential for bullying in cyber space particularly worries parents and educators (Franek, 2004). Cyberbullying has various definitions. In summarizing across research on cyberbullying, Ma- son (2008) defined it as “an individual or a group willfully using information and communication involving electronic technologies to facilitate deliberate and repeated harassment or threat to another individual or group by sending or posting cruel text and/or graph- ics using technological means” (p. 323). Theoretically, then, children and adolescents might experience both friendship and victimiza-
GAME ON? 161 tion in virtual space, especially when they spend a large amount of time playing the virtually realistic MMOGs. However, how the different domains of online friendship, online bullying, and online victimization may be related to general psychological well-being with development has been under-explored to date. Therefore, one goal of the present research was to compare the experiences of three aspects of social development, i.e., friendship, victimization, and bullying, across two social contexts of daily life, i.e., school and the internet in adolescents. We looked particularly at how online inter- actions with friends and/or bullies are associated with children’s overall ratings of self-esteem and life satisfaction. With the popularity of the internet, children or adolescents can form friendships with people they have met at schools or on the playground, or with people they have met online. This could oc- cur in part because children spend increasing time online. Gentile, Lynch, Linder, and Walsh (2004) found that young American boys and girls reported spending on average 13 and 5 hours, respectively, on gaming per week. In Hong Kong, self-reports indicate that teens and young adults spend an average of between 2 and 4 hours on the internet per day, with approximately 10 hours per week spent on online games (Breakthrough Youth Research Archives, 2003; Commission on Youth, 2008). Importantly for the present study, one cross-cultural survey of Shanghai, Hong Kong, and American ado- lescents also found that 64% from Shanghai, 46% from Hong Kong, and 22% of American teens report playing Massively Multiplayer Online Games (MMOGs; Digital Communities, 2007). In the present study, we focused on social interactions in MMOGs because of their ever-widening appeal to children and adolescents. MMOGs involve many players playing simultaneously via the in- ternet (Barnett & Coulson, 2010). This appeal stems largely from the designs of these online games, particularly those of MMOGs, with their extensive, expanding, and dramatic graphics (Chan & Vorder- er, 2006), creating alternative visually realistic, 3-dimensional, and persistent worlds. The interactive nature of MMOGs has captured the attention of researchers, who have argued that MMOGs facili- tate the formation of social networks and social interactions (Cole & Griffiths, 2007). Most MMOGs emphasize role playing, while some may involve fighting and first person shooting; other popular types of MMOGs among teens involve a focus on racing, sports games, music, or dancing.
162 LEUNG AND MCBRIDE-CHANG MMOGs provide youth with the opportunities to exercise a va- riety of cognitive and social skills that are crucial for development (e.g., Barnett & Coulson, 2010; Raney et al., 2006; Sailsch, Oppl, & Kristen, 2006). For example, players exchange knowledge and skills related to computer games, including different game strategies and tactics of the games. Such conversations can help to improve their social and communication skills (Goldstein, 2003; Vandeventer, 1998). Playing games is considered social capital by which to build up social networks, and this may be especially true among boys (Raney et al., 2006). MMOGs also offer chances for teens to build up identity and friendship by interacting with others within the games themselves. Forming relationships and building up a social network are major developmental tasks for adolescents (Gowers, 2005). Gamers compete or cooperate with others in the games, and they form teams to play together, which fulfills their needs for af- filiation with others. Players have a new opportunity to form social networks with people that they have not met in reality (Gennaro & Dutton, 2007). Indeed, in one survey, 18% of adolescents aged 14–17 reported that they had made friends online, and 10% of them had then gone on to meet their online friends in person (Gennaro & Dutton, 2007). Players usually form groups in MMOGs to play and they ex- change help with one another in order to advance in levels. These groups tend to back each other against rivals, promoting feelings of trust and loyalty. They may also exchange ideas on various topics via the instant messaging function. Instrumental support is likely to be strongly emphasized because players can achieve goals much more easily by staying with others; therefore, they may be willing to help each other in order to level up in a game. MMOGs gam- ers enjoy the social aspects of the gamers and they tend to social- ize with other players (e.g., Barnett & Coulson, 2010). Overall, the characteristics of MMOGs seem to facilitate instrumental, compan- ionship, informational, and even esteem support for and to ado- lescents. All of these are important elements of adolescents’ friend- ship. The anonymous nature of online friendship may also facilitate self-disclosure about their true selves, which, for some, affords a kind of intimate relationship that cannot be experienced elsewhere (McKenna, Green, & Gleason, 2002; Valkenburg & Peter, 2007). Given the specific nature of MMOGs, the present article aimed at exploring online friendship built in MMOGs. However, apart from the potential positive linkage between online friendship and inter-
GAME ON? 163 active online games, there are also risks for children and teens in the social ambiguity of online meetings. These might include the ganging together of bad kids, meeting ill-intentioned adults pre- tending to be teens, and other risks of being cyberbullied. The pres- ent research, thus, also focused on the issues of cyberbullying and cyber-victimization, in addition to friendship. While estimates vary across studies and cultures, approximately 9% to 25% of children and adolescents have experienced cyberbullying, while 15% to 28% have cyberbullied others across cultures (e.g., Li, 2007; Patchin & Hinduja, 2006). Importantly, there are several differences between traditional (school) bullying and cyberbullying. First, in traditional school bul- lying, bullies usually know their victims, but this may not apply to the cyber-world. Li (2007) suggested that 40% of cybervictims did not know their cyberbullies. In addition, cyberbullies are not typically confronted with the re- actions or consequences of bullying others. Thus, the inhibition ef- fect is much less for online bullying, making adolescents feel more free to bully others (Mason, 2008). However, at the same time, it is also less likely for the victims to get hurt physically in a cyberbully- ing context. Moreover if they are bullied in some particular forums, such as online games, victims of cyberbullying can choose to quit such forums to escape from the bullying, while such an escape is almost impossible for bullying in real life. Furthermore, Dehue, Bolman, and Vollink (2008) noted that par- ents are often unaware of new technology, so they may neglect the issue of online bullying. Ybarra and Mitchell (2004a) suggested that more than half of adolescents claim that the monitoring from par- ents about online activities is poor. For instance, Li (2007) found that only 30% of teenagers reported such bullying to adults. Slonjie and Smith (2008) suggested that most students think that for pic- ture/video clip cyberbullying, adults are likely to notice that, but not for other types of cyberbullying, such as text messages, emails, or phone calls bullying. In fact, parents, teachers and educators may all fail to deal with this issue in part because they lack the knowl- edge structure or capacity to understand and help (Berman & Li, 2005). This lack of surveillance from parents may reinforce the be- havior of cyberbullying. Indeed, Ybarra and Mitchell (2004b) found that adolescents with poor relationships with their parents are twice as likely to become online bullies as are those with solid relation- ships with parents.
164 LEUNG AND MCBRIDE-CHANG Both school and online victimizations have similar psychologi- cal consequences for victims. Victims of traditional bullying might have some health problems such as suicidal ideation, eating disor- ders, and chronic illness, and they tend to be depressed and have poorer self esteem (Hawker & Boulton, 2000; Mason, 2008). Dehue et al. (2008) also found that cybervictims tend to lose trust in others and feel angry. Low self esteem, depression, suicidal ideation, and poorer academic performance are also related to the experience of being cyberbullied (Finkelhor, Mitchell, & Wolak, 2005; Patchin & Hinduja, 2010). Despite the many differences between traditional versus online bullying, both types of bullying involve intentional aggression to- wards others; both aim at causing harm to others. Katzer, Fetch- enhauer, and Belschak (2009) suggested that, among 1,700 second- ary school students in Germany, school victims are more likely to become online victims as well; the predictors for both online and school victimization share similarities. Smith, Shu, and Madsen (2001) suggested that, despite a decline in reports of victimization throughout childhood to adolescence, some children remain vic- tims for many years. Some children struggle to attain the necessary social skills to deal with bullies; this is one reason that they remain victims. This is in line with characteristic self-blaming (Graham & Juvonen, 1998) on the part of some victims. Victimization and friendship are sometimes studied together, because both represent different forms of social relationships that children and adolescents may experience and that may together contribute to the psychological outcomes of children’s well-being (e.g., Ladd, Kochenderfer, & Coleman, 1997). Friendship has a pro- tective function over victimization, probably because friendship offers a context in which children can learn and practice different social skills, as well as build up self concepts and self esteem as they gain emotional support (Hodges, Boivin, Vitaro, & Bukowski, 1999). Having one or more friends is a protective factor for the ex- perience of being bullied (e.g., Bukowski, Sippola, & Boivin, 1995; Hodges et al., 1999). With the consensus that real life friendship can buffer victimization experiences, can online friendship also provide similar buffering functions? There are a few research goals of the present study. Firstly, as re- search on both online friendship and cyberbullying remains scarce,
GAME ON? 165 especially in Chinese populations, the first goal of the study was to measure the prevalence rate of cyberbullying and cyber-victimiza- tion in Hong Kong and to investigate the extent to which the pat- tern of victimization and bullying might change from the real life to the online context. As not all Hong Kong Chinese children can regularly access the internet, it was assumed at the outset that the prevalence rate for online victimization and online bullying should be lower than for school victimization and bullying. However, we expected to see similar patterns of bullying and victimization pat- terns across online and real life contexts. Second, we hypothesized that both school and cyber-victimiza- tion experiences would be negatively associated with psychological well-being. Third, given previous research suggesting that friend- ship may be protective against bullying in real life settings, we tested the same idea in online contexts. This was a relatively new idea, since past studies on this are scarce. We hypothesized that the quality of online friendship in MMOGs could also positively and uniquely explain the overall psychological well-being of children and early adolescents, after statistically controlling the role of real life friendship, traditional (school) victimization, and online victim- ization. Only MMOGs gamers were included in the analyses for the third research goal, because we believed that online friendship in MMOGs could be formed easily and might be comparable to real life friendship. For the measurement of psychological well-being, self esteem, social competence, friendship satisfaction, and life satisfaction were used. Self esteem is an important agentic need of adolescents (Buhrmester, 1996), and it has been used as a measurement of well- being of adolescents in previous work (e.g., Berndt & Miller, 1993). Past studies have also shown that victims tend to be more anxious and have lower self-esteem than are nonvictims (e.g., Hawker & Boulton, 2000; Mason, 2008). Social competence is another impor- tant skill that teenagers might achieve from friendship. Being com- petent socially implies that a teen is better at communicating with others and better able to adapt to more challenging social roles in the future. Friendship satisfaction was operationalized here as the general satisfaction that children and early adolescents can obtain from friendship; it is the amount of satisfaction that children can gain from their social interactions with friends. Finally, victims of traditional bullying often feel sad and angry. Thus, we included
166 LEUNG AND MCBRIDE-CHANG overall life satisfaction as another indicator of psychological well- being. Method Participants Six hundred and twenty-six (318 boys; 308 girls) students in grades 5 and 6 from four primary schools in two districts of Hong Kong participated in this study. Their ages ranged from 9 to 15, with an average age of 10.81 (SD = .83) years. Procedure Invitation letters were sent to principals of fifteen schools in Hong Kong. Principals of 4 schools agreed to participate. Upon obtaining parental consent, students filled out an online questionnaire which included several batteries of scales. The quality of the data collected by computer-based questionnaires may be equal to or even better than paper-and-pencil versions, especially in terms of complete- ness of data, given that web-based questionnaires can be designed to include a default checking function to remind participants to fill out any missed questions (Kongsved, Basnov, Holm-Christensen, & Hjollund, 2007). Students accessed the online questionnaire through a specific link that only invited students could access. Clear instructions with pictorial indications were given on the first page of the questionnaire, with audio clips which recorded the words of the instructions and every item throughout the whole question- naire. Students could, thus, click to hear the words if and when they found any difficult terms to read; this facilitated their completion of the questionnaire on their own. All children could read Chinese so all the measures were administered in Chinese. Measures Demographics. Information on flat size and parents’ education levels was gathered to tap basic demographics of the participants. Most Hong Kong people live in flats, and flat size can be one of the indicators to reflect the SES of the children’s family.
GAME ON? 167 Computer Game Playing Habits. The estimated frequency and time spent on playing different kinds of computer games were estimat- ed, i.e., interactive online games (e.g., MMOGs), solo-PC games, handheld video games (e.g., NDS) and family video console (e.g., Playstation3). Nevertheless, items on habits related to types of com- puter games other than MMOGs were mainly descriptive in nature for the sake of understanding the overall pattern of computer game playing. MMOGs was the major focus. A logic link was set in the online questionnaire so that only students who indicated that they played MMOGs would answer these follow-up questions. Follow- up questions included whether their best friend in the MMOGs played was the same best friend they named for the real life context and whether their favorite MMOGs were violent or not. This sec- tion also included a set of questions about the friendship quality of their best online friend in online games. Friendship Qualities. The friendship quality scale of Bukowski et al. (1994) is well-established and has been used widely with early adolescent populations. Four subscales, namely companionship, help, security, and closeness, of the Friendship Qualities scale by Bu- kowski et al. (1994) were used. Following Demir and Urberg (2004), we used a composite score of the four subscales for both online and real life contexts. Participants were asked to think about one of their best friends in real life (e.g., in school, playground) and then rate the items related to friendship qualities of that friend. Students who indicated that they had formed online friendships in MMOGs were also asked to think about one of their best friends in the MMOG context, and then answer questions about that particular friend in considering friendship qualities of the online MMOG friend. The instructions were clear about that this person could be the same or different across the two contexts. To balance the effect of the order in answering questions related to the online friendship or the real life friendship first, the online questionnaire system randomized the order of asking the two sets of questions. Participants were asked to rate on a 5-point likert scale how much they agreed with each item, with 1 as strongly disagree to 5 as strongly agree. A sample item of the scale is “My friend thinks of fun things for us to do together.” The reliabilities of the friendship quality scale for both contexts were .94. Parental Monitoring of Computer Use. Parental monitoring of chil- dren’s use of the computer is an important factor to consider in
168 LEUNG AND MCBRIDE-CHANG this research because of previous work demonstrating associations between parental relationships and online bullying (e.g., Ybarra & Mitchell, 2004b). Thus, this variable was included as a control mea- sure in regression analyses. A parental monitoring scale was devel- oped by adopting the parental knowledge scale from Kerr and Stat- tin (2000) to form a 6-item scale measuring parents’ monitoring of computer use. A sample item is, “I tell my parents what I am doing on the internet.” Participants were asked to rate on a 6-point likert scale, from 1 as strongly disagree to 6 as strongly agree for each of these items. The 6 items were then subjected to EFA, and 1 fac- tor was extracted, with an eigenvalue = 3.53, which accounted for 58.85% of the total variance. The reliability of the scale was .86. Social Competence. The Social Competence subscale of the Per- ceived Competence Scale for Children (Harter, 1982), which was ad- ministered as a 5-point Likert scale, was used to assess participants’ self perceived social competence. A sample item is “I am easily liked by others.” The reliability of the scale was .88. Friendship Satisfaction. The friendship satisfaction subscale of the Multidimensional Students’ Life Satisfaction Scale by Huebner, Laughlin, Ash, and Gilman (1998) was used. This is a 9-item mea- sure of the general satisfaction that children gain from friendship. It measures the sense of satisfaction, rather than the quality of a particular friend, on a 5-point Likert scale. A sample item is “My friends are good to me.” The obtained internal consistency reliabil- ity of the scale was .83. Self Esteem. The Rosenberg Self-Esteem Scale (Rosenberg, 1965), a 10-item measure of global personal self-esteem, presented on a five-point scale was used. A sample item is “I have plenty of good qualities.” The reliability of the scale in the present study was .76. Satisfaction with Life. This scale assesses children’s overall per- ceived subjective well-being on a seven-point scale. It has good cross-cultural validity (Diener, Emmons, Larsen, & Griffin, 1985). A sample item is “My life is close to ideal.” The obtained reliability of the scale was .83. School Victimization. The 5-item peer victimization scale by Schwartz, Chang, and Farver (2001) was used to tap the experience of being victimized in traditional settings. This questionnaire has been used with Chinese fifth and sixth graders before. One example item is “Others tease or make fun of me?” Participants rated the
GAME ON? 169 frequency of these things happening to them on a 1–5 Likert scale, from 1 as never, to 5 as everyday. The reliability of the scale in this sample was .89. School Bullying. The 5-item peer victimization scale by Schwartz et al. (2001) can also be used to measure bullying behavior by chang- ing the wordings slightly. For instance, “Others tease or make fun of me” was changed to “I tease or make fun of others?” to measure bullying behavior. The original authors also changed the wordings in this way to tap school bullying in their study. The students in the present study answered the same 5-point Likert scale as in school victimization. The reliability in this sample was .91. Cyber-Victimization. Five items from Schwartz et al. (2001) were initially used, with the item “Others hit or push me” changed to “Others hit or push my avatars in online games deliberately.” Three additional items of the verbal aggression and three items from the indirect aggression scale from the Direct and Indirect Aggression Scales (DIAS), developed by Bjorkqvist, Lagerspetz, and Osterman (1992) were chosen for inclusion in the scale as well. These items asked about behaviors that were not covered by the Schwartz et al. (2001) peer victimization scale. Some minor modifications of the items were made to fit into the online context. For example, the item “Others insult me” was changed to “Others insult me by swear- ing at me in online games/on the internet” because being exposed to foul language may be relatively common in an online context. Two more items from the relational aggression scale of Crick and Grotpeter (1995) were also added to broaden the scope of the newly developed scale in terms of relational aggression. Finally, five ad- ditional items which cover other possible aspects of cyberbullying were added. Examples of these are “Others steal my account or my belongings (e.g., money, weapons) in online games/on the inter- net.” A total of 18 items were initially included for the Cyber-vic- itmization scale. The sample was then randomly split into halves, an exploratory principal components factor analysis (EFA) was run, and then a confirmatory factor analysis (CFA) was run on another sample to validate it. After trimming down the items to fit with the rule-of-thumb suggested by researchers (e.g., Kline, 2005), eight items remained. A model has acceptable fit if the value of CFI and NNFI are in the upper .80s (Bentler, 1992), with a larger value indi- cating a better fit. RMESA and SRMR should not be larger than .1 for acceptable models (Browne & Cudeck, 1993). When this one fac-
170 LEUNG AND MCBRIDE-CHANG tor model with eight items was applied to the full sample with 626 students, the chi-square of the model was: χ2 (20, N = 626) = 128.80, p < .01; and the goodness-of-fit indices were as follows: CFI =.97; NNFI = .96; SRMR = .027; RMR = .019; RMSEA = .09. It is clear that all the goodness-of- fit indices worked even better in the full sample (for details of running EFA, CFA, and factor loadings, please see Leung, 2010). The final eight-item scale is listed in Appendix A, and the items together accounted for 66.9% of the total variance when subjected to EFA with the 626 participants. The obtained reliability of the scale was .93. Cyberbullying. Past studies of victimization and bullying have tended to adopt identical items, although the wordings are neces- sarily changed in describing the actions by the participants as bul- lies or victims (e.g., Schwartz et al., 2001). Therefore, to facilitate easy comparison between the two scales and for the ease of ad- ministration in using the two scales in future studies, for the scale of cyberbullying, the same eight victimization items, with differ- ent wordings were retained for the CFA of the cyberbullying scale. The model for this 8-item structure of the cyberbullying scale was: χ2 (20, N = 626) = 141.14, p < .01; goodness-of-fit indices were as follows: CFI = .98; NNFI = .97; SRMR = .02; RMR = .01; RMSEA = .10. This eight-item scale is also listed in Appendix A. The items ac- counted for 76.7% of the total variance when subjected to EFA with 626 participants. The obtained reliability of the scale was .96. Results Most students (91.8%) lived in a flat with at least 2 rooms. A 2-room flat roughly ranges between 40–50 square meters, which roughly corresponds to the average flat size in Hong Kong. Approximate- ly 13.8% of the children’s fathers and 10.4% of their mothers had earned a bachelor’s degrees or above; the average percentage of those with a bachelor’s degrees or above in Hong Kong overall is approximately 17.3% (Census and Statistics Department, 2009). Thus, these demographics from the present study roughly reflect a lower-middle class group as compared to the demographics of all of Hong Kong. The (mean) average time (and standard deviation) that the stu- dents reported spending across the four types of games was 1.12 hours (1.44) for the MMOGs, .73 (1.09) for solitary computer games,
GAME ON? 171 TABLE 1. Means, SD, Correlations Among School Victimization, Bullying and Cyber- Victimization and Cyberbullying (N = 626) School School Cyber- Scale (alpha) Mean (SD) victimization bullying victimization Cyber-bullying School victimization(.89) 1.98 (.82) – School bullying(.91) 1.63 (.70) .53** – Cyber-victimization(.93) 1.38 (.66) .34** .36** – Cyberbullying(.96) 1.27 (.60) .24** .43** .69** – Note. **p < .01, two-tailed. .73 (1.21) for handheld video games such as Nintendo DS or Play Station, .52 (1.09) hours for home video consoles. Fifty-six percent of the sample had reportedly played MMOGs in the previous three months. Boys played significantly more than girls in MMOGs, soli- tary computer games, and handheld video games, but did not dif- fer significantly in time spent on home video consoles, MMOGS, t (596.32) = -5.79 p < .00, Cohen’s d = .47; solitary computer games, t (600.70) = -3.21, p < .00, Cohen’s d = .26; handheld video games (e.g., NDS, PSP), t (549.05) = -4.08, p < .00, Cohen’s d = .35; home video consoles, t (605.18) = 1.87, p > .05. The effect sizes ranged from small to medium, with the biggest gender difference in time spent on MMOGs. There were no significant grade differences in terms of time spent on the three types of games, but sixth graders spent more time than fifth graders on MMOGs, t (585.70) = 3.18, p < .00, Cohen’s d = .26, with grade 6 students spending more time on MMOGs than grade 5 students. Means, SDs, and correlations among school victimization, bully- ing, and cyber-victimization and cyberbullying and the respective prevalence rates are listed in Tables 1 and 2. Among the four types of school and online bullying and victimization, the most preva- lent was school victimization, followed by school bullying, cyber- victimization and cyberbullying. Victimization was more prevalent than bullying in both contexts. If we consider those with a mean score higher than 3 as frequent bullies/victims, proportionally, among children who reported having been victimized in schools, only 8% of them were frequently victimized in the school context, but there was a larger proportion (11.2%) of those who reported be- ing heavily victimized online among those who had experienced cyberbullying; the same was true for bullying. Only 2.76% of those who rated themselves as school bullies claimed to have done this
172 LEUNG AND MCBRIDE-CHANG TABLE 2. Prevalence Rate of School and Online Bullying and Victimization (N = 626) Percentage of Percentage of students Percentage of students students saying they have saying they have fre- saying they have very experienced it quently experienced it frequently experienced it Scale (alpha) (score of scale >1) (score of scale >2) (score of scale >3) School victimization 80.5 36.1 6.5 School bullying 65.2 21.9 1.8 Cyber-victimization 47.3 16.3 5.3 Cyberbullying 31.2 12.1 4.0 very frequently, but 12.82% of those who rated themselves as cyber- bullies said that they engaged in this behavior very frequently. The second research question concerning whether both school and online victimization is negatively correlated with children’s and early adolescents’ psychological well-being was addressed by means of correlation analyses. For both gamers and nongamers, a significant and negative association was found between traditional school victimization and psychological well-being (social compe- tence: r = -.32, p < .01, friendship satisfaction: r = -.38, p < .01; self- esteem: r = -.33, p < .01, life satisfaction: r = -.20, p < .01). Significant negative, but less strong associations were found between cyber- victimization and psychological well-being (social competence: r = -.10, p < .01, friendship satisfaction: r = -.19, p < .01; self-esteem: r = -.18, p < .01, and life satisfaction: r = -.12, p < .01). To answer the third research question, the combined effects of friendship and victimization in real life and online contexts (partic- ularly referring to MMOGs gamers as they would experience both friendship and bulling in games easily) were examined. regression analyses were carried out. Gender differences emerged for time spent on online games, real life friendship and cyber-victimization. To further investigate the role of gender in moderating how time spent on online games, and victimization and friendship in both contexts explained variance in psychological outcomes, five inter- action terms were formed by multiplying gender with school vic- timization, school bullying, online victimization, online bullying, real life friendship, online friendship, and average time spent on computer games. However, only the interaction term of real life friendship was significantly associated with some of the psycho- logical well-being indicators. Therefore, only this interaction term is shown in Table 3.
GAME ON? 173 After the effects of school, grade, age, parental education, number of rooms at home, and parental monitoring of computer use were statistically controlled, school victimization was negatively related to the four psychological constructs. Indeed, school victimization uniquely explained all of the psychological constructs in these anal- yses. Correspondingly, real life friendship was positively correlated with social competence, friendship satisfaction, and life satisfac- tion; it contributed unique variance in explaining all three of these measure, but not self esteem. After controlling all the real life so- cial experiences, time spent on MMOGs, types of MMOGs (violent vs. nonviolent), and whether the best friend identified within the MMOGs was the same or different from the best friend in reality, cyber-victimization still explained 1% additional variance in friend- ship satisfaction, and it was negatively correlated with friendship satisfaction. Importantly, online friendship contributed 2–3% ad- ditional significant unique variance across all four psychosocial adjustment constructs, and it was positively related to the four of them as well. Gender only moderated the relationship between real life friendship and social competence and friendship satisfaction, but boys benefit from a good quality real life friendship more than girls do in this context. However, no moderating role of gender was found for online friendship, suggesting that both boys and girls benefit to the same degree from online friendships. Discussion Although the MMOG context is apparently an important environ- ment in which friendship development and bullying might take place among children and adolescents, there are very few studies on this environment. Despite the fact that, in the existing literature, victimization and friendship tend to be studied together to illus- trate their relative importance in explaining the psychological well- being of children, such a strategy has rarely, if ever, been applied to the online context. The present study was a first attempt to fill these gaps in the existing literature. In this work on Hong Kong Chinese children and early adolescents, we examined the prevalence rate of online and real life bullying and victimization, looked at overall computer game playing habits, and tested the relative predictive power of cyber-victimization and online friendship for explaining psychological well-being on four dimensions.
TABLE 3. Hierarchical Regression Analysis for Predicting Social Competence, Friendship Satisfaction, Self-Esteem, and Life Satisfaction (N = 326) Social competence Friendship satisfaction Self-esteem Life satisfaction Step R2 ΔR2 Beta (t-value) R2 ΔR2 Beta (t-value) R2 ΔR2 Beta (t-value) R2 ΔR2 Beta (t-value) 1 School 2 .05 .05 –.10(–1.48) .03 .03 –.01(–.13) .06 .06* –.15(–2.09)* .08 .08** –.12(–1.7) School 3 .03(.47) –.01(–.08) –.06(–.92) –.04(–.56) School 4 –.16(–2.31)* –.08(–1.20) –.12(–1.75) –.14(–2.06)* Grade –.08(–1.16) .05(.71) –.01(–.08) –.03(–.45) Age .10(1.42) .01(.13) .06(.90) .10(1.43) Gender .05(.70) –.06(–.95) –.00(–.02) .02(.31) Parental Education .01(.10) .03(.59) .14(2.34)* .08(126) Number of rooms at .02(.35) –.05(–.86) –.04(–.74) .00(.05) home Parental monitoring .08(1.36) .07(1.33) .06(.96) .19(3.18)** 2 School Victimization .16 .11** –.29(–5.16)** .17 .14** –.29(5.31)** .14 .08** –.23(–3.87)** .10 .02** –.11(–.18) 3 Real life friendship .19 .03** .19(2.67)** .22 .05** .21(2.99)** .14 .01 .02(.20) .13 .03** .13(1.70) 4 Time spent on MMOGS .20 .01 .03(.64) .23 .01 .06(1.09) .15 .00 –.08(–1.38) .14 .02 –.15(–2.43)* Type of MMOGS –.09(–1.44) –.05(–.84) –.02(–.30) –.05(–.78) Best friend –.00(–.05) –.06(–1.17) .01(.11) .05(.81) 5 Cyber-victimization .20 .00 –0.01(–.22) .24 .01* -.13(–2.26)* .16 .01 –.10(–1.70) .14 .00 –.05(–.87) 6 Online friendship .22 .02** 0.17(2.83)** .27 .03** .19(3.22)** .18 .02** .18(2.90)** .16 .02* .15(2.36)* 7 Real life friendship X .24 .01* –0.14(-2.18)* .28 .01* -.12(-1.96)* .18 .00 -.04(-.63) .16 .00 -.03(-.45) Gender Notes. Type of MMOGS: violent games coded as 0, nonviolent as 1; Best friend refers to if the best friend in real life & MMOGS is the same person, the same person is coded as 0, not the same person is coded as 1; Gender: boys are coded as 0, girls as 1. *p < = .05; ** p < .01 174 LEUNG AND MCBRIDE-CHANG
GAME ON? 175 In the present study, more than half of those surveyed reported being MMOG players. This finding underscores the growing im- portance of this environment for understanding social interactions. Moreover, more than 93% of these participants reported having formed online friendship in MMOGs. This suggests that the social functioning of children within MMOGs is important and is an en- tirely new context in which friendship formation can occur from traditional models. Despite the fact that online victimization may be less serious in scope than is school victimization for most children, this does not imply that cyber-victimization is not an important is- sue. Indeed, cyber-victimization still explained additional variance in overall friendship satisfaction, a crucial measure of adjustment in early adolescents, once real life and school social experiences were statistically controlled in the present study. Thus, cyber-victimiza- tion is apparently a unique measure for understanding overall psy- chosocial adjustment in typical children who play games online. For children who have lower friendship quality, as well as both school victimization and online victimization, this buffering effect may be lower, hampering their psychological well-being. Dehue et al. (2008) suggested that for those who already exhibit depres- sive symptoms, being additionally cyberbullied might bring them additional negative consequences compared with youngsters who are not depressed. One’s real identity is shielded by a virtual and anonymous identity on the internet (Mason, 2008), coupled with the fact that online bullies are not typically confronted by online victims, the consequences of bullying of others are further reduced. Willard (2007) suggested that there is a concept of harmful bystand- ers in cyberbullying. Harmful bystanders are “those who encourage and support the bully or watch the bullying from the sidelines, but do nothing to intervene or help the target” (Willard, 2007, p. 6). This is a notably painful aspect of school bullying as well (e.g., Cowie, 2002). Despite not having been an aspect of the present research, the role of harmful bystanders could be one of the sources that contribute to frequent and intensive online bullying. One practical implication for educators and parents concerning the means by which they may consider trying to reduce cyberbullying would be to raise students’ awareness that being a harmful bystander likely exerts harm to the victims. Students should be taught to raise awareness of their roles in this issue, and as suggested by Willard (2007), students could be encouraged to be helpful online bystanders, by helping to stop the
176 LEUNG AND MCBRIDE-CHANG online bullying from happening. Ways to accomplish this include encouraging them to report any suspected cases of cyberbullying to the administrators of online forums or online games and perhaps contacting school teachers if they know the victims/bullies. There is also a positive aspect of social development in going on- line. Griffiths (2010) noted that despite some concerns about com- puter games, a number of recent studies suggested that children and adolescents can meet friends when they go online. Building up online friendship in MMOGs can be positive for teens. Indeed, our findings suggested that online friendship quality was positively re- lated to all four psychological constructs measured. Moreover, the standardized beta in the final model (as shown in Table 3) was com- parable to the strength of the beta of real life friendship in the pres- ent study. Having more friends, be it from online or offline sources, is beneficial to the development of children and early adolescents. While there is already consensus that having at least one good friend could buffer the negative impacts of victimization (Bukowski et al., 1995; Hodges et al., 1999), the present research suggested that if children could also enjoy online friendship, the benefits may be additive for psychological well-being. As suggested by Ferguson, Coulson, and Barnett (2011), cyberbul- lying, as for other pathological gaming patterns, as well as the new emerging online games themselves may bring the moral panic to scholars. This generally negative impression towards children and adolescents playing online games may partly result from the likely exaggeration of the actual prevalence rate of pathological gaming because different past studies might have used different measures or scales to estimate it. In a recent meta-analysis, it was found that with precise measures, the overall prevalence rate of pathological gaming is 3.1% (Ferguson et al., 2011). This moral panic may lead us to believe that children are at risk once they are in touch with com- puters. However, this study suggested that although children can be exposed to cyberbullying, when they play MMOGs, friendships can also be formed. Combining both the issues of online victimiza- tion and online friendship and the psychological consequences of children and early adolescents, it would be an over-simplification to say that, because of the potential threat of being cyber-bullied when children go online, playing online games is bad for children. We should keep an open mind when evaluating the potential risks and benefits that children and adolescents may have in the cyber world.
GAME ON? 177 Ho and Lee (2001) suggested that time spent online should not be the sole consideration when investigating the positive or negative associations of computer playing and social well-being. They found that time spent on computer usage did not compete for the time spent on other types of recreation activities, and did not make ado- lescent players more socially withdrawn than the nonplayers. Re- sults of the present study have suggested that, for players who play MMOGs, the most popular game type with the most interactive elements, they may develop online friendship, which is positively related to children’s social development. Cyber-victimization is also a risk. The social consequences of online game-playing should be con- sidered in context. Just as when television was gaining in popular- ity among middle class households more than 45 years ago in the United States, there were worries about its negative consequences on children’s development, there is, correspondingly, an ongoing debate on the relation of computer game playing to the social de- velopment of children. Related to these concerns, evidence remains inconsistent regarding whether violent video games may increase aggression (e.g., Coyne, Padilla-Walker, Stockdale, & Day, 2011; Markey & Markey, 2010), decrease aggression (Bennerstedt, Ivars- son, & Linderoth, 2012; Colwell & Kato, 2003) or have no effect at all on player aggression (Ferguson, San Miguel, Garza, & Jerabeck, 2012; von Salish, Vogelgesang, Kristen, & Oppl, 2011). However, most scholars agree that addiction issues may be evidenced in a small number of players (Griffiths, 2000). However, the positive so- cial aspects of computer games, especially online games, cannot be overlooked (e.g., Chan & Vorderer, 2006). The present study sug- gested that, based on a Hong Kong Chinese population, it would be within the norm for a child to spend 1 to 2.5 hours per day playing MMOGs. The issue of friendship and bullying within MMOGs is, therefore, an ongoing one to consider in understanding social de- velopment in modern youth. The present study has suggested a more comprehensive approach in looking into MMOGs in particular. MMOGs are the most popular type of computer games among teenagers; their interactive nature provides increased social interactions for children in the games, making them different from solitary computer games. Many past studies (e.g., Blais et al., 2008; Ho & Lee, 2001; Holder, Coleman, & Sehn, 2009) have found negative correlations between computer
178 LEUNG AND MCBRIDE-CHANG game use or time spent on computer games in relation to well-be- ing or a less social life style. However, these researchers did not look into what children were actually doing in the computer games. Blais et al. (2008) found that, computer usage for communication purposes (e.g., chat rooms or MSN) was positively related to best friendship in real life, but computer usage for entertainment and gaming purposes was negatively related to real life best friendship. Without differentiating what kinds of games children are playing over the internet, it is difficult to make this distinction. To answer the question of whether computer game playing fits into the reduction/displacement theory (Kraut et al., 1998), in which internet activities reduce social activities, or, in contrast, fits the stimulation theory, which states that internet activities can serve to stimulate relationship quality (Valkenburg & Peter, 2007), in fu- ture studies, time spent and also enjoyment of different categories of computer games should also be included. Comparisons could be made between the psychological consequences of players and non- players of different types of games to illustrate the respective social functions of different types of games. Also, future studies should include a longitudinal comparison of online friendship in MMOGs versus friendship in real life to provide a clear pattern of whether online friendship could actually replace or reduce the quality of real life friendship or not. There were several limitations of the present study. First of all, our measures on cyberbullying and cyber-victimization were largely limited to the realms of verbal and indirect aggression. The scales were influenced by considerations of what typically happens in school, since most past research measuring bullying and victimiza- tion took place within the school environment. However, the more serious cyberbullying (such as receiving messages with explicit sexual content, or being continuously threatened) may be rare and is less likely to happen among children and teens as compared to adults, though they may occasionally occur. This side of cyberbul- lying was not well-captured by the present scale. Future studies should incorporate such bullying practices as well. Moreover, although we measured children’s item by item re- sponses to particular instances of bullying and victimization, we did not explicitly ask children about their subjective experiences of each at school and online separately. Future studies should further include children’s feelings about being cyberbullied and being bul-
GAME ON? 179 lied in school, to compare the difference in the subjective serious- ness of the two victimization experiences in the two contexts. For example, Bond, Wolfe, Tollit, Butler, and Patton (2007) suggested that what researchers and adults believe to be bullying and victim- ization could be different from how children and adolescents view it. It would be important to include questions to investigate what ac- tions on the internet may attract attacks from other people, to better prevent it from happening. Finally, the present study was correla- tional in nature. Thus, no causal conclusions could be drawn. Bidi- rectional associations between psychosocial adjustment and online friendships and bullying in children can only be revealed by future longitudinal research. Despite these limitations, however, this research has made sev- eral important contributions to understanding of children’s social development. Practically, this research investigated a popular but relatively understudied topic—online game playing. The study may help in addressing some public concerns about whether com- puter gaming has a positive or negative relationship to emotional and relational development in children. Such findings may influ- ence educational practices and potentially shape parenting strate- gies concerning computer game monitoring. This work might also raise public awareness about the issue of cyberbullying, a potential danger in the cyber millennium. Theoretically, this research bridges the gap between existing research on school bullying and friend- ship and online measures of similar constructs; together, these areas facilitate greater understanding of the relationship between online friendship and the broader well-being of children. Social experi- ences in MMOGs are important to the social development of chil- dren growing up in wired societies, and online friendship explains unique variance in the well-being of students over everyday life social experiences, implying that in future studies, online social ex- periences cannot be overlooked. Despite the fact that online friend- ship is something virtually based, the positive aspects of online friendships are real for the players. This also suggests that it is im- portant to have a balanced view of both the positive and negative associations of online game playing in relation to the psychological development of children and early adolescents.
180 LEUNG AND MCBRIDE-CHANG Appendix A. Items of Cyber-Victimization Scale and Cyberbullying Scale Cyber-victimization scale Cyberbullying scale 1. Others gossip or say mean things about me in 1. I gossip or say mean things about others in online games/on the internet. online games/on the internet. 2. Others say “If you don’t do what I say, I will stop 2. I say “If you don’t do what I say, I will stop liking liking you” in online games/on the internet. you” to others in online games/on the internet. 3. Others get mad at me, then they ignore or stop 3. I get mad at others, then I ignore or stop talking talking to me in online games/on the internet. to others in online games/on the internet. 4. Others steal my account or my belongings 4. I steal others’ account or belongings (e.g., (e.g., money, weapons) in online games/on the money, weapons) in online games/on the internet. internet. 5. Others pretend to be my friends as a kind of 5. I pretend to be others’ friends as a kind of revenge in online games/on the internet. revenge in online games/on the internet. 6. Others tell bad stories about me, saying that I am 6. I tell bad stories about others, saying that others a bad kid, in online games/on the internet. are bad kids, in online games/on the internet. 7. Others try to get others to dislike me because 7. I try to get others to dislike someone else they are angry at me in online games/on the because I am angry at them in online games/on internet. the internet. 8. Others say that they would help me but then 8. I say that I would help others but then betray betray me in online games/on the internet. others in online games/on the internet. References Barnett, J., & Coulson, M. (2010). Virtually real: A psychological perspective on mas- sively multiplayer online games. Review of General Psychology, 14, 167–179. Bennerstedt, U., Ivarsson, J., & Linderoth, J. (2012). How gamers manage aggres- sion: Situating skills in collaborative computer games. Computer Supported Collaborative Learning, 7, 43–61. Bentler, P. (1992). EQS program manual. Los Angeles: BMDP Statistical Software. Bernan, T., & Li, Q. (2005). Cyber-harassment: A new method for an old behavior. Journal of Educational Computing Research, 32, 137–153. Berndt, T. J., & Miller, K. A. (1993). The assessment and correlates of adolescents’ friend- ships. Unpublished manuscript, Prudue University. Bjorkqvist, K., Lagerspetz, K.M.J., & Osterman, K. (1992). Direct & indirect aggres- sion scales. Retrieved May 29, 2008, from http://www.vasa.abo.fi/svf/up/ kaj.htm. Blais, J. J., Craig, W. M., Pepler, D., & Connolly, J. (2008). Adolescents online: The importance of internet activity choices to salient relationships. Journal of Youth and Adolescence, 37, 522–536. Bond, L., Wolfe, S., Tollit, M., Butler, H., & Patton, G. (2007) A comparison of the gatehouse bullying scale and the peer relations questionnaire for students in secondary school. Journal of School Health, 77, 75–79. Breakthrough Youth Research Archives. (2003). Youth Survey on Cyberrisk. Retrieved May 29, 2008, from http://www.breakthrough.org.hk/ir/researchlog.htm.
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