語系:
繁體中文
English
說明(常見問題)
登入
回首頁
切換:
標籤
|
MARC模式
|
ISBD
Cyberbullying and the Gaming Community.
~
ProQuest Information and Learning Co.
Cyberbullying and the Gaming Community.
紀錄類型:
書目-語言資料,手稿 : Monograph/item
正題名/作者:
Cyberbullying and the Gaming Community./
作者:
Rehman, Ali.
面頁冊數:
1 online resource (47 pages)
附註:
Source: Masters Abstracts International, Volume: 57-01.
Contained By:
Masters Abstracts International57-01(E).
標題:
Information technology. -
電子資源:
click for full text (PQDT)
ISBN:
9780355233209
Cyberbullying and the Gaming Community.
Rehman, Ali.
Cyberbullying and the Gaming Community.
- 1 online resource (47 pages)
Source: Masters Abstracts International, Volume: 57-01.
Thesis (M.S.)
Includes bibliographical references
Over the past decade or so, cyberbullying has taken the world by surprise. With the advent of social media connecting individuals with others within a community to the entire world, individuals could easily harm others with a few words. Cyberbullying is often used in the context of social media platforms and school settings, however, there is one emerging community that should be monitored closely, the gaming community. Video games and cyberbullying are often not looked at holistically. With online gaming communities become vastly popular through the recent rise of online competitive gaming and E-sports leagues being introduced, it is time for us to view the issue of cyberbullying within gaming. Only through understanding and awareness of how cyberbullies victimize others through online gaming experiences will strategies and talks about mitigating such offenses come to fruition. Parents, educators, government officials, and health care providers must be informed of the dangers when children and adolescents play video games online. Video games are not inherently bad for them, rather it is the community that can be. Through understanding the implications of online gaming, we can start to build a more welcoming platform for all.
Electronic reproduction.
Ann Arbor, Mich. :
ProQuest,
2018
Mode of access: World Wide Web
ISBN: 9780355233209Subjects--Topical Terms:
559429
Information technology.
Index Terms--Genre/Form:
554714
Electronic books.
Cyberbullying and the Gaming Community.
LDR
:02466ntm a2200349Ki 4500
001
909900
005
20180426091050.5
006
m o u
007
cr mn||||a|a||
008
190606s2017 xx obm 000 0 eng d
020
$a
9780355233209
035
$a
(MiAaPQ)AAI10622407
035
$a
(MiAaPQ)utica:11049
035
$a
AAI10622407
040
$a
MiAaPQ
$b
eng
$c
MiAaPQ
099
$a
TUL
$f
hyy
$c
available through World Wide Web
100
1
$a
Rehman, Ali.
$3
1180907
245
1 0
$a
Cyberbullying and the Gaming Community.
264
0
$c
2017
300
$a
1 online resource (47 pages)
336
$a
text
$b
txt
$2
rdacontent
337
$a
computer
$b
c
$2
rdamedia
338
$a
online resource
$b
cr
$2
rdacarrier
500
$a
Source: Masters Abstracts International, Volume: 57-01.
500
$a
Adviser: Robert DeCarlo.
502
$a
Thesis (M.S.)
$c
Utica College
$d
2017.
504
$a
Includes bibliographical references
520
$a
Over the past decade or so, cyberbullying has taken the world by surprise. With the advent of social media connecting individuals with others within a community to the entire world, individuals could easily harm others with a few words. Cyberbullying is often used in the context of social media platforms and school settings, however, there is one emerging community that should be monitored closely, the gaming community. Video games and cyberbullying are often not looked at holistically. With online gaming communities become vastly popular through the recent rise of online competitive gaming and E-sports leagues being introduced, it is time for us to view the issue of cyberbullying within gaming. Only through understanding and awareness of how cyberbullies victimize others through online gaming experiences will strategies and talks about mitigating such offenses come to fruition. Parents, educators, government officials, and health care providers must be informed of the dangers when children and adolescents play video games online. Video games are not inherently bad for them, rather it is the community that can be. Through understanding the implications of online gaming, we can start to build a more welcoming platform for all.
533
$a
Electronic reproduction.
$b
Ann Arbor, Mich. :
$c
ProQuest,
$d
2018
538
$a
Mode of access: World Wide Web
650
4
$a
Information technology.
$3
559429
650
4
$a
Social psychology.
$3
554804
655
7
$a
Electronic books.
$2
local
$3
554714
690
$a
0489
690
$a
0451
710
2
$a
ProQuest Information and Learning Co.
$3
1178819
710
2
$a
Utica College.
$b
Cybersecurity.
$3
1148527
773
0
$t
Masters Abstracts International
$g
57-01(E).
856
4 0
$u
http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=10622407
$z
click for full text (PQDT)
筆 0 讀者評論
多媒體
評論
新增評論
分享你的心得
Export
取書館別
處理中
...
變更密碼[密碼必須為2種組合(英文和數字)及長度為10碼以上]
登入