Lesson 4 - Cyberbullying, computer addiction and violence in video games Flashcards

1
Q

Cyberbullying symptoms

A
Feeling depressed
low-self-esteem
anxiety
lower school performance 
self-harm and suicidal thoughts
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2
Q

What is a bystander

A

people who know about the cyberbullying (but they are not victims or the aggressor). They are present in 64% of cyberbullying cases

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3
Q

Types of bystanders

A

Passive (59%)
Reinforcing and joining (9%)
Defending and support (32%)

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4
Q

Passive bystanders, reinforcing and joining and defending and supporting

A
  • They are like spectators
  • They joined in with insulting and then they are nice at school.
  • They defend the victim and look for more help
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5
Q

What can we do in cyberbullying?

A
  • Increase bystanders behaviour (people like to perceive themselves as ethical and just)
  • Not reinforce or join the aggressor
  • If you are the victim, ignore it and go to the authorities if it’s very severe; make as if you dont mind.
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6
Q

6 components of addictions

A
    • Salience: la actividad se convierte en lo más importante en tu vida
    • Mood modification
    • Tolerance: cada vez más para poder satisfacerte
    • Withdrawal symptoms: feelings or physical effects (panic when you cant play)
    • Conflict: con uno mismo o con otras personas (you destroi yourself and people around you)
    • Pelapse: (recaida)
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7
Q

Differences between Gaming theory (Griffiths, 2000) and Social Media theory (Cabral, 2011)

A

Both of then use the six components of addictions; Griffiths said it is necessary the 6 of the symptoms; Cabral said only salience, tolerance, a bit of comflict and relapse (so no mood modification and no withdrawal symptoms).

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8
Q

Why violent games are attractive?

A
  • The unreal: you can live and do things that in real life you can’t.
  • Mastery: (maestría)
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9
Q

True or false: there is a big correlation in reported studies between playing video games and real-world aggressive behaviour

A

False: There is a SMALL correlation.

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10
Q

True or false: there is an important difference between vulnerable youth and general population

A

True

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11
Q

True or false: video games are furthermre generally known to improve cognitive and motoric skills

A

True

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12
Q

True or false: There is relation between violent games and high school shootings in US

A

False; most important factors are private gun ownership and media attention.

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