论文标题
在线自杀游戏:一种数字自我伤害或神话形式?
Online Suicide Games: A Form of Digital Self-harm or A Myth?
论文作者
论文摘要
据称在线自杀游戏涉及一系列挑战,以自杀结束。近年来出现了这些诸如蓝鲸挑战,莫莫,火仙女和多基多奇等这些的整体连续。挑战文化是一种根深蒂固的在线现象,无论挑战是否危险,而社交媒体特别激励年轻人参加他们的注意力。尽管没有证据表明自杀游戏是真实的,但世界各地的当局通过发布警告并发起信息运动来警告年轻人和父母。我们采访了教师,儿童保护专家和非政府组织,对2015 - 2019年历史新闻报告进行了系统的审查,并搜索了警察和其他当局网站,以确定相关的警告版本。然后,我们综合了有关自杀游戏现象的现有知识。我们工作的一个关键发现是,当局的媒体,社交媒体和警告发布主要只是为了传播挑战文化,并夸大了对在线风险的恐惧。
Online suicide games are claimed to involve a series of challenges, ending in suicide. A whole succession of these such as the Blue Whale Challenge, Momo, the Fire Fairy and Doki Doki have appeared in recent years. The challenge culture is a deeply rooted online phenomenon, whether the challenge is dangerous or not, while social media particularly motivates youngsters to take part because of their desire for attention. Although there is no evidence that the suicide games are real, authorities around the world have reacted by releasing warnings and creating information campaigns to warn youngsters and parents. We interviewed teachers, child protection experts and NGOs, conducted a systematic review of historical news reports from 2015-2019 and searched police and other authority websites to identify relevant warning releases. We then synthesized the existing knowledge on the suicide games phenomenon. A key finding of our work is that media, social media and warning releases by authorities are mainly just serving to spread the challenge culture and exaggerate fears regarding online risk.