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Cyberbullying on Online Gaming Platforms for Children and Youth
16 references·3 citing·33 second hop
Cyberbullying on Online Gaming Platforms for Children and Youth (2017)Cyberbullying on Online Gaming Platforms …Content Analysis: An Introduction to Its Methodology (2019)Content Analysis: An Introduc…The common sense census: media use by tweens and teens (2015)The common sense census: medi…An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games (2015)An update to the systematic l…Qualitative Content Analysis (2014)Qualitative Content AnalysisBullying Prevalence Across Contexts: A Meta-analysis Measuring Cyber and Traditional Bullying (2014)Bullying Prevalence Across Co…Bullying in the digital age: A critical review and meta-analysis of cyberbullying research among youth. (2014)Bullying in the digital age: …The Development and Treatment of Childhood Aggression (2013)The Development and Treatment…The benefits of playing video games. 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1,133 cited
  • 2015The common sense census: media use by tweens and teens900 cited
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    • 2020Toxic Behaviors in Team-Based Competitive Gaming: The Case of League of Legends146 cited
    • 2022Toxic behaviors in online multiplayer games: Prevalence, perception, risk factors of victimization, and psychological consequences80 cited
    • 2021Was that (cyber)bullying? Investigating the operational definitions of bullying and cyberbullying from adolescents’ perspective79 cited