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FORMS OF CYBERBULLYING IN IN VALORANT GAMING

*Abel Jethro Matheus Tedjakusuma  -  Prodi S1 Ilmu Komunikasi, Indonesia
Nurist Surayya Ulfa  -  Prodi S1 Ilmu Komunikasi, Indonesia

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Abstract
Online multiplayer gaming has revolutionized the digital entertainment industry, but it has also led to the rise of toxic behaviors, such as cyberbullying. This study, based on Nancy Willard's Taxonomy of Cyberbullying, examines the prevalence of cyberbullying in Valorant's text chat interactions. The research used descriptive quantitative to examine chat logs from 103 gameplay sessions, collected between October 6 and October 26, 2024. The analysis identified 222 examples of cyberbullying across the selected chat logs, with denigration being the most prevalent type. These behaviors included derogatory remarks, explicit threats, and personal attacks, often targeting players' nationalities, gender, and personal identities. On average, each gameplay session contained two instances of cyberbullying, highlighting the widespread nature of these toxic interactions. The study underscores the need for stronger moderation systems and community guidelines to mitigate cyberbullying in competitive online games. By applying Willard's taxonomy, the research provides valuable insights into the specific forms and contexts of cyberbullying in competitive online games. These findings contribute to the broader discourse on digital communication and underscore the urgency of addressing cyberbullying to foster healthier and more inclusive gaming environments.
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Keywords: Valorant, Descriptive Quantitative, Cyberbullying, Nancy Willard Taxonomy of Cyberbullying, Online Multiplayer Gaming

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