SAJBERBULING U VIDEOIGRAMA
CYBERBULLYING IN VIDEO GAMES
Author(s): Muhamed Šemoski, Merjem DurakovićSubject(s): Social psychology and group interaction, Behaviorism, Studies in violence and power, Social Norms / Social Control
Published by: CENTAR MODERNIH ZNANJA
Keywords: video games; children; cyberbullying; antisocial behavior; aggression;
Summary/Abstract: The exponentially rapid development of digital technologies, especially social media, has led to the growth of online socialization, while reducing the number of contacts in real life. People are connecting much more intensively and large geographical distances are not a problem for everyday communication. However, due to the excessive openness of the Internet, people, especially children, have become more exposed to various forms of public humiliation and ridicule. All those who are present on social networks can become victims of digital violence at any time. Children who use videogames excessively can also become victims. In addition to excessive use of video games, the problems most often lie in the types of games. Namely, violent video games are extremely harmful to children because they represent a negative model of behavior. The problems with violent video games lie in the fact that such negative violent behaviors are directly related to rewards, not punishment. If the child sees that the character from the game is not punished but rewarded for bad behavior, very quickly, through social learning, he will copy such behavior to reality and engage in problematic and delinquent acts. The aim of the work is to point out the harmful consequences of the uncontrolled use of video games and their harmful content, which has a negative impact on children's behavior.
Journal: DRUŠTVENE DEVIJACIJE
- Issue Year: XI/2026
- Issue No: 11
- Page Range: 400-407
- Page Count: 8
- Language: Bosnian, Croatian, Serbian
