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- Creators: Barrett, The Honors College
- Creators: Guthrey, Ann
With this research and creative project, I aim to accomplish the following: first, I narrate my own experience as a victim of cyberbullying and the jumbled, inadequate response from my university; second, I assemble a literature review of best practices for university responses to student reports of cyberbullying and cyber assault; third, I offer a call to action for universities to adopt the best practices to deter cyber assaults and learn how to listen and respond to victims
Over the past several decades, cyberbullying has increasingly become one of the most dangerous threats to an adolescent’s mental health. Heather Springer, writing for the American Psychological Association, projects that roughly 33% of American teenagers are affected by cyberbullying while on social media (Springer). This startling percentage, compounded by an escalating need to combat cyberbullying’s negative impact on mental health, has catalyzed a wave of psychological research to explore the ways in which social media impacts teens. Over the years, researchers have produced a plethora of publications on the subject, inspiring families to pursue cyberbullying prevention for their loved ones. However, despite this surge in anti-cyberbullying interest, few researchers have attempted to coalesce these psychological findings with computer applications, and fewer still have sought to prevent cyberbullying through the strengthening of parent-teen relationships (Silva et al., 2019). Because of this, the BullyBlocker team, led by Dr. Yasin Silva and Dr. Deborah Hall, has spent the past couple years developing a mobile application called ActionPoint. Our team hopes that through this app, the risk of cyberbullying is drastically decreased and even prevented.
According to a survey performed by Pew Research in 2014, 40% of Internet users have experienced online harassment. 18% had experienced severe harassment – stalking, sexual harassment, physical threats – while 22% had only experienced less severe harassment, such as name-calling. Women ages 18–24 receive a disproportionately large percentage of all severe online harassment. The emotional trauma suffered from severe or long-term harassment can lead to (and has led to) fear, depression, and suicide in the worst cases.
The anonymity of the Internet partially enables online harassment, since it allows perpetrators to hide behind usernames or false images while they harass others — there is little accountability. However, 66% of online harassment happens on social media platforms, where people's names and images are usually readily available. This indicates that anonymity is not the only factor, and not even the main factor. Rather, the separation of the Internet from the physical world, that which makes it less "real," is what enables harassers to treat it as entirely different experience. They can say across a keyboard what they might never say face-to-face.
To increase my understanding of the problem, I made two three-dimensional pieces – a functioning clock and an exhibit wall. Each project explored different aspects of online harassment and implored the audience to keep compassion and kindness in mind while interacting with others digitally.
Another goal was to create a campaign which could tackle the problem on a larger, more definite scale. To learn from others' attempts, I studied two recent, real-world campaigns against online harassment, Zero Trollerance and HeartMob. Each of these received significant amounts of good press on online news outlets, but people who enjoyed or were helped by those campaigns were grossly outnumbered by those who criticized and even lambasted those campaigns, for various reasons.
I determined that the reactive nature of those campaigns was the main cause of their failure, so I created a proactive campaign with the goal of preventing online harassment, rather than correcting it. I designed the beginnings of "You & I," a multiplayer online game for children ages 4–6, which would encourage positive interaction between players through its very game mechanics. Ideally, the habits formed by the children while playing this game would carry over to their future Internet experiences, and a new generation of kinder, more cooperative, "native" Internet users would arise, reducing the amount of harassment seen on the Internet.
Bad actor reporting has recently grown in popularity as an effective method for social media attacks and harassment, but many mitigation strategies have yet to be investigated. In this study, we created a simulated social media environment of 500,000 users, and let those users create and review a number of posts. We then created four different post-removal algorithms to analyze the simulation, each algorithm building on previous ones, and evaluated them based on their accuracy and effectiveness at removing malicious posts. This thesis work concludes that a trust-reward structure within user report systems is the most effective strategy for removing malicious content while minimizing the removal of genuine content. This thesis also discusses how the structure can be further enhanced to accommodate real-world data and provide a viable solution for reducing bad actor online activity as a whole.
Background: Cyberbullying and cyber-victimization are rising problems and are associated with increased risk for mental health problems in children. Methods for addressing cyberbullying are limited, however, interventions focused on promoting appropriate parental mediation strategies are a promising solution supported by evidence and by guided by the Theory of Parenting Styles.
Objective: To provide an educational session to parents of middle school students that promotes effective methods of preventing and addressing cyberbullying incidents. Design: The educational sessions were provided to eight parents middle school student. Surveys to assess parent perception of and planned response to cyberbullying incidents and Parent Adolescent Communication Scale (PACS) scores were collected pre-presentation, post-presentation, and at one-month follow up.
Results: Data analysis of pre- and post-presentation PACS using a Wilcoxon test found no significant difference (Z = -.405, p >.05). There was not enough response to the 1-month follow-up to perform a data analysis on follow-up data.
Conclusions: Due to low attendance and participation in the follow-up survey the results of this project are limited. However, parents did appear to benefit from communicating concerns about cyberbullying with school officials. Future studies should examine if a school-wide anti-cyberbullying program that actively involves parents effects parental response to cyberbullying.