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Author-stopbullying.gov
Database Name/Website Linkhttps://www.stopbullying.gov/cyberbullying/cyberbullying-online-gaming
Author's Purpose-to inform the reader(the mom or dad)what going on

Summary (2 sentences)
Quote- "If someone is not performing well in a game, other players may curse or make negative remarks that can turn into bullying, or even exclude the person from playing together" - "Anonymity of players and the use of avatars allow users to create alter-egos or fictional versions of themselves, which is part of the fun of gaming. But it also allows users to harass, bully, and sometimes gang up on other players".
Why quote is relevant to your stance (1-2 sentences)
because i have been in both of there situation were i have been harass by someone for either having a bad avatar, or selling(doing bad in a game) and people have made me fell bad about it 😞

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Playing videogames is a popular activity, with 70 percent of youth under the age of 18 playing videogames. Some games are solitary or single-player games; others are multi-player. Multi-player games - whether they are played on a computer, game console, handheld system, smartphone, or tablet - allow users to play with people they know in person and others they meet online. In fact, 65% of video game players of all ages say they play with others. There are many types of videogames: role-playing games, action games, shooter games, sport games, fighting games. There are also educational games like sandbox/build/construct games, puzzle games, and others.

Benefits of Online Gaming

Playing videogames can positively impact a players' cognitive, emotional, and social skills. It can also help children and teens enhance their problem-solving and strategizing skills. Multi-player team games may help youth learn how to cooperate with others. Youth who play videogames may also improve their motor skills and creativity. Videogames also offer players a space to work out their emotions, and can boost a player's mood and ease anxiety. Gaming can also be a place to make new friends and socialize.

Risks of Online Gaming

While gaming has the potential for positive benefits, it is also a place where cyberbullying can happen. If someone is not performing well in a game, other players may curse or make negative remarks that can turn into bullying, or even exclude the person from playing together.

Anonymity of players and the use of avatars allow users to create alter-egos or fictional versions of themselves, which is part of the fun of gaming. But it also allows users to harass, bully, and sometimes gang up on other players. When players are anonymous, it can be difficult to hold them accountable when they bully others and use the game as a tool of harassment. Some players may use the game as a means to harass others or to get their personal information, like usernames and passwords. They can even make others' personal information available online through a tactic called " doxing." Doxing can compromise not just a child's information, but their parent's information as well, and can make them targets of bullying and harassment.

Gamers often use online gaming communities and social media to connect with other players, learn tips and tricks, share strategies, create teams/guilds, and connect while they play or watch others play. These types of online communities are also a place where cybercriminals may seek to cause harm - for instance, by posting links that appear to be game-related but are truly computer viruses or malware (software designed to disrupt, damage or gain access to a computer) or where predators may seek access to children.

Prevent Cyberbullying for Gamers

Gaming can be a fun, safe and positive environment for all. Parents can help prevent cyberbullying of their children who play video games by:

Playing the game with your child or observing the game to understand how it works and what a child is exposed to in the game.

Checking in periodically with your child about who is online, playing the game with them.

Knowing which gaming communities, and social media, and apps your child uses while gaming and their security risks which you can research online.

Helping your child set the privacy and security settings for their games and apps.

Teaching children about safe digital behavior, including not clicking on links from strangers; not downloading bots (software for automated tasks) or clicking on links in gaming forums; not sharing personal information like emails, phone numbers, addresses, and passwords; not participating in bullying behavior of other players; and what to do if they observe or experience cyberbullying.

Establishing rules about how much time a child can spend playing video games.

Keeping an open line of communication about your child's digital life.

There are things that gamers can do if they are experiencing cyberbullying or see it happen to others while gaming:

Tell the player who is bullying to stop.

Block the player who is bullying from the game and de-friend them on social media and in gaming communities.

Report the player who is bullying to the game group, team, platform, community, or developers.

Take a break from playing the game.

Tell a parent or trusted adult and get some support.

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Playing videogames is a popular activity, with 70 percent of youth under the age of 18 playing videogames. Some games are solitary or single-player games; others are multi-player. Multi-player games - whether they are played on a computer, game console, handheld system, smartphone, or tablet - allow users to play with people they know in person and others they meet online.

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Author-cyber bullying research center
Database Name/Website Link-https://cyberbullying.org/are-gamers-more-likely-to-be-bullies
Author's Purpose-to inform

Summary (2 sentences)
Quote "Respondents who favored multiplayer online battle games as well as first- and third-person shooter games were significantly more likely to report participation in cyber bullying"-"Interestingly, hours of play was also important when it came to the types of games more associated with bullying others"
Why quote is relevant to your stance (1-2 sentences)
because i have been on the game and i have had so many hours on the game

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Conventional wisdom and media headlines would have one believe that those who play video games are more at risk for engaging in a host of anti-social behaviors. There is certainly nothing new about this mentality: It was prominent in my 80s-era adolescence as well. I remember spending many hours playing Mortal Kombat on the classic Nintendo and, looking back, wonder if my parents worried about the toll it would take on my temperament.

While the games have become more realistic and engaging ( addicting?), the nature of the relationship between gameplay and aggression is still hotly debated. On one hand, the American Psychological Association released a statement in 2015 warning of the effects of violent video games. Multiple meta-analyses ( Anderson et al., 2010; Sherry, 2001) do suggest a pretty clear connection between violent video games and aggressive behaviors. But critics have questioned methodological decisions and statistical interpretations or pointed out that any effects observed have been relatively small ( Ferguson, 2007; Ferguson & Kilburn, 2010; Hilgard et al., 2017). And while there's been some research showing that those who play violent video games are more likely to engage in bullying ( Hamer et al., 2014), other analyses find no such effect ( Ferguson et al., 2017). So where does all of this leave us?

What Our Data Show About Gaming and Bullying

To learn more, we included some questions about gaming in a subsample of about 1,500 respondents to our 2016 survey of 12-17-year-olds. Here's what we found:

Overall, students who self-identified as "gamers" were significantly more likely to have said that they bullied or cyberbullied others during the previous 30 days. Specifically, 21% of gamers and 11% of non-gamers had bullied others at school, while 11% of gamers and 6% of non-gamers said they had cyberbullied others. Interestingly, gamers were also more likely than non-gamers to be the victim of bullying at school (40.7% compared to 27.2%) and bullying online (25.9% compared to 15.7%). So on its face, there seems to be a connection between gaming and bullying.

But if we dig a bit deeper, we can learn more. (In the following, for simplicity I will focus specifically on cyberbullying offending.) In a multivariate regression model controlling for the effects of age, race, and sex, those who identified as gamers were still significantly more likely to report that they had engaged in cyberbullying. But the model only explained about 5% of the variation in cyberbullying offending. So there apparently are many other variables required to explain why someone might participate in cyberbullying.

One such variable might be the type of game. Respondents who favored multiplayer online battle games as well as first- and third-person shooter games were significantly more likely to report participation in cyberbullying than those who preferred other types of games (17% compared to 7%, see Chart 1). There could be something about the game itself, or the kind of kid who likes those types of games, that explains the increased risk of offending.

Another consideration might be the number of hours per week played. Indeed, when number of hours per week played was added to the multivariate regression model, the effect of being a gamer completely disappeared. That is, whether a student was a gamer or not didn't matter when hours of play was considered. As shown in Chart 2, students who reported playing fewer than two hours per day were significantly less likely than those who played more to have cyberbullied others (15% compared to 7%).

Interestingly, hours of play was also important when it came to the types of games more associated with bullying others (multiplayer battle and first/third person shooter). About 13% of students who favored these types of games who said they played fewer than 2 hours per day said they had cyberbullied others, compared to more than 20% of those who played more hours per day. So limiting the amount of time played, even when the type of game is more violent, could be a potential way to reduce negative outcomes.

I should point out that we did not set out to settle the longstanding debate about video games and violence when we embarked on our 2016 study and therefore our data lack important controls to contribute meaningfully to this discussion (other relevant variables, more comprehensive measures, etc.). We are interested in exploring the relationship between bullying and gaming, and therefore included a couple of basic measures to see what we could learn in this go-around.

It's also important to point out that we collected these data before the explosion in popularity of Fortnite and Player Unknown: Battlegrounds (PUBG), the two biggest games right now. Fortnite and PUBG could be categorized as multiplayer online battle games (similar to League of Legends, although not team-based), but we don't know how these newer games (or any specific game for that matter) is related to violence or aggression.

Conclusion

In short, there is more work to be done. My review leads me to believe that there is a connection between gaming and deviance (and bullying behaviors specifically), but that influence is likely relatively small and mediated by many other factors (family, school, personal traits-variables not included in our data). And we still really don't know whether playing violent video games makes someone more violent or if aggressive youth are just drawn to these types of games. In addition, we can't forget about the possible positive effects gaming can have. Indeed, recent research has extolled the social, cognitive, and emotional benefits of playing certain games ( Granic et al., 2014; Markey et al., 2015). Indeed, a 2014 meta-analysis concluded: "Whereas violent video games increase aggression and aggression-related variables and decrease prosocial outcomes, prosocial video games have the opposite effects." ( Greitemeyer & Mugge, 2014, p. 578).

The immediate take away from my exploratory analysis is: take a look at what kind of game your child is playing, and make sure they aren't playing it so much that it interferes with other family and school responsibilities. Better yet, get in there and play with them. That way you can address any problems that might come up in the game. You can also have meaningful conversations with your child over the course of hours of gameplay.

By the way, harkening back to my "gamer" days, I do vividly remember skipping school one day to finish the original Legend of Zelda game. So even though gaming did lead to a bit of deviance for me, it didn't derail my future like some might have predicted. And yesterday I stumbled across a new puzzle game on my phone that occupied more time than I feel comfortable admitting. So I guess we never really shake our gamer tendencies. I've intentionally avoided playing the newer generation of multiplayer online games precisely because I know I could easily get wrapped up in them. I am happy to admit, however, that I still occasionally play Mario Kart with my eight-year-old. And we both have a good time.

Final note: The title of this post is intentionally provocative. I generally try to avoid labeling people, especially youth. Referring to someone as a "bully"-or even a "gamer"-can have unintended negative consequences. I'm not even sure what makes someone a "gamer." In our survey we asked students to tell us if they would consider themselves a gamer, for this very reason. If they identify as a gamer, they must be.

Image: ABC Illawarra - Rory McDonald

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Are "Gamers" More Likely to be "Bullies"? - Cyberbullying Research Center

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Research suggests that teens who prefer violent video games and play them many hours each day are more likely to bully others.

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Author-BBC News
Database Name/Website Link-https://www.bbc.com/news/technology-40092541
Author's Purpose-to make a ware of

Summary (2 sentences)
Quote-''Mr Mitchell said he regularly received death threats but enjoyed playing online as the competition against others made the games more challenging''-"We are standing for acceptance and tolerance within our games and making the internet a better place."
Why quote is relevant to your stance (1-2 sentences)
i have received few death threats i my time of playing for being bad a the game and being good

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A study carried out by an anti-bullying charity found that 57% of the young people it surveyed had experienced bullying online when playing games.

In addition, 22% said they had stopped playing a game as a result.

Ditch the Label surveyed around 2,500 young members of the virtual hotel platform Habbo, aged between 12 and 25.

One 16-year-old gamer, Bailey Mitchell, told the BBC he had experienced bullying while playing online games since the age of 10.

"If you're going to school every day and you're being bullied in school you want to go home to your computer to escape," he said.

"So if you're getting more abuse thrown at you it's going to put you off doing anything social - it has for a lot of people I know, me included.

"It's regular, every other game you're in, there's always someone who has a mic or types in chat. They'll call you some random abusive thing they can think of."

Death threats

Mr Mitchell said he regularly received death threats but enjoyed playing online as the competition against others made the games more challenging.

"Now, when I get things, I'll reply with something funny or ignore it. But when I was 10 it was like: who are these people, why are they being mean to me?"

Ditch the Label chief executive Liam Hackett said his charity was launching a global campaign to try to tackle the problem.

"Bullying within online gaming environments is a real issue," he said.

"We are standing for acceptance and tolerance within our games and making the internet a better place."

The report also found:

47% of those surveyed said they had been threatened in an online game

38% said they had been hacked within a game

74% said they would like the issue to be taken more seriously

29% said bullying and trolling did not affect their enjoyment of online games

Around half of the respondents said they believed extra human moderation would help prevent bullying from occurring.

"Online games are often violent and based upon conflict," said Dr Ian Rivers, a psychologist at the University of Strathclyde.

"However this study also shows us that we also need to look at the ways in which people interact online while gaming."

"We note the concerns highlighted in the survey of Habbo users, but the survey relates to a Habbo audience alone which is not indicative of the games industry as a whole," said Dr Jo Twist at Ukie, The Association for UK Interactive Entertainment.

The industry "consistently adapts" by introducing moderators, features to block or silence unwanted communication and issue advice to players and parents, she added.

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A study carried out by an anti-bullying charity found that 57% of the young people it surveyed had experienced bullying online when playing games. In addition, 22% said they had stopped playing a game as a result. Ditch the Label surveyed around 2,500 young members of the virtual hotel platform Habbo, aged between 12 and 25.

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website-https://www.videogames.org.au/social-development/
author-videogames.org
quote-Studies have shown that playing video games, including violent video games can create and improve friendships among us players. Players can be fighting against each other in the game but are developing their friendship as they work together and share the experience
why this make scene-because i have made friends on this game

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Connect online

Gamers have the ability to connect with players locally or team up with people from countries around the world. A large proportion of young people playing multiplayer games have developed good friendships with people they met online.

Video games have created a fun and engaging way of connecting with people and can act as an important teaching tool in developing social skills. Video games can help develop cooperation skills and supporting skills as players have the option to work together to form alliances and create teams working cooperatively. Many video games often result in better outcomes if players work together, encouraging players to be social. Video games also provide the players with the opportunity to take a leader's position, which requires greater social networking skills and team work to keep other players happy.

These skills are important in the outside world for creating and maintaining friendships, especially in school and work environments. Studies have shown that playing video games, including violent video games can create and improve friendships amongst players. Players can be fighting against each other in the game but are developing their friendship as they work together and share the experience.

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Social development as a benefit of playing video games

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Gamers have the ability to connect with players locally or team up with people from countries around the world. A large proportion of young people playing multiplayer games have developed good friendships with people they met online. Video games have created a fun and engaging way of connecting with people and can act as an important teaching tool in developing social skills.