Wellbeing

Interventions to address cyberbullying will only be effective if they also consider the dynamics of traditional forms of bullying.

Schools and parents play an important role in educating children about cyberbullying. Credit: Pasco County Schools (Flickr CC BY-NC 2.0).

Bullying is a major public health problem, with systematic reviews supporting an association between adolescent bullying and poor mental wellbeing outcomes. In their Lancet article “Cyberbullying and adolescent well-being in England: a population-based cross sectional study”, Andrew Przybylski and Lucy Bowes report the largest study to date on the prevalence of traditional and cyberbullying, based on a nationally representative sample of 120,115 adolescents in England. While nearly a third of the adolescent respondents reported experiencing significant bullying in the past few months, cyberbullying was much less common, with around five percent of respondents reporting recent significant experiences. Both traditional and cyberbullying were independently associated with lower mental well-being, but only the relation between traditional bullying and well-being was robust. This supports the view that cyberbullying is unlikely to provide a source for new victims, but rather presents an avenue for further victimisation of those already suffering from traditional forms of bullying. This stands in stark contrast to media reports and the popular perception that young people are now more likely to be victims of cyberbullying than traditional forms. The results also suggest that interventions to address cyberbullying will only be effective if they also consider the dynamics of traditional forms of bullying, supporting the urgent need for evidence-based interventions that target both forms of bullying in adolescence. That said, as social media and Internet connectivity become an increasingly intrinsic part of modern childhood, initiatives fostering resilience in online and every day contexts will be required. We caught up with Andy and Lucy to discuss their findings: Ed.: You say that given “the rise in the use of mobile and online technologies among young people, an up to date estimation of the current prevalence of cyberbullying in the UK is needed.” Having undertaken that—what are your initial thoughts on the results? Andy: I think a really compelling thing we learned in this project is that researchers and policymakers have to think…

New research suggests that very few of those who play internet-based video games have symptoms suggesting they may be addicted.

New research by Andrew Przybylski (OII, Oxford University), Netta Weinstein (Cardiff University), and Kou Murayama (Reading University) published today in the American Journal of Psychiatry suggests that very few of those who play internet-based video games have symptoms suggesting they may be addicted. The article also says that gaming, though popular, is unlikely to be as addictive as gambling. Two years ago the APA identified a critical need for good research to look into whether internet gamers run a risk of becoming addicted and asked how such an addiction might be diagnosed properly. To the authors’ knowledge, these are the first findings from a large-scale project to produce robust evidence on the potential new problem of “internet gaming disorder”. The authors surveyed 19,000 men and women from nationally representative samples from the UK, the United States, Canada and Germany, with over half saying they had played internet games recently. Out of the total sample, 1% of young adults (18-24 year olds) and 0.5% of the general population (aged 18 or older) reported symptoms linking play to possible addictive behaviour—less than half of recently reported rates for gambling. They warn that researchers studying the potential “darker sides” of Internet-based games must be cautious. Extrapolating from their data, as many as a million American adults might meet the proposed DSM-5 criteria for addiction to online games—representing a large cohort of people struggling with what could be clinically dysregulated behaviour. However, because the authors found no evidence supporting a clear link to clinical outcomes, they warn that more evidence for clinical and behavioural effects is needed before concluding that this is a legitimate candidate for inclusion in future revisions of the DSM. If adopted, Internet gaming disorder would vie for limited therapeutic resources with a range of serious psychiatric disorders. Read the full article: Andrew K. Przybylski, Netta Weinstein, Kou Murayama (2016) Internet Gaming Disorder: Investigating the Clinical Relevance of a New Phenomenon.…