VERBAL BULLYING AS SEEN IN THE “VALORANT GAME”

Alverelleon Jasca Bramasta

Abstract


Abstract. Technology today is evolving at a rapid pace. Communication and information are very important for individuals and groups. Communication and information can be easily accessed with the internet. The internet can be used for a variety of purposes, including entertainment. Games are a common type of entertainment today. However, in addition to the benefits, there are also drawbacks, one of which is cyberbullying. In games, bullying often occurs verbally in the chat feature. The existence of verbal bullying in the valorant game developed by the american company riot game is relevant to the increasing growth of online game players. The in-game chat feature is where bullying, teasing, and verbal abuse occur. Verbal aggression in games is closely related to anonymity. This study aims to analyze the dynamics of verbal bullying in the valorant game, analyzing the theory of online disinhibition effects and frustration-aggression theory. The method used is a qualitative method with a phenomenological approach to provide depth to the experiences of players who experience acts of bullying, ridicule, and harsh words in the game. Participants were drawn from the official forum of a game to provide their experiences authentically. This research aims to gain an understanding of the negative impact of verbal bullying in games on players or gaming communities. Hence addressing verbal bullying in online games requires a multifaceted approach, including increased moderation, player education, and mental health support. So as to provide a more comfortable, safe and more inclusive environment.

Keywords: verbal bullying, cyberbullying, valorant

 


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