There is limited understanding of norms, relationships, and interactions within gaming communities, and how these may protect or increase risk for violence. Through secondary analysis of 2021 Spring ConsumerStyles (N=6,390) online panel survey data, we found that US adults who play video games and self-identify as “gamers” provide greater reports of connectedness, bonding, socialization, and upstanding behaviors. Yet, they also have greater reports of cyberbullying victimization and perpetration compared with those who do not self-identify as “gamers” (19.4% v 3.7%; 7.9% v 3.2%; p<0.05). Opportunities to leverage online gaming communities for violence prevention remains untapped. Novel violence prevention approaches could consider differences across types of video game players are needed.
Programming descriptions are generated by participants and do not necessarily reflect the opinions of SXSW.
Melissa Mercado
US Centers for Disease Control and Prevention