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Children and Youth Services Review 106 (2019) 104461

Contents lists available at ScienceDirect

Children and Youth Services Review


journal homepage: www.elsevier.com/locate/childyouth

T
The cyberbullying behavior of Taiwanese adolescents in an online gaming
environment
Chiao Ling Huanga, Shu Ching Yangb, , Lu Sheng Hsiehc

a
Department of Educational Information Technology, East China Normal University, China
b
Graduate Institute of Education, National Sun Yat-sen University, Taiwan
c
Mituo Elementary School, Taiwan

A R TICL E INFO A BSTR A CT

Keywords: Based on Willard's (2007) classification of the eight types of cyberbullying behavior, this study examined pri-
Digital native mary, junior and senior high school students' bullying behavior in online gaming and the relationship between
Adolescent this behavior and their perception of the seriousness of bullying from the perspectives of perpetrators and
Cyberbullying victims. Factors related to cyberbullying, including gender and education level, were also examined. We used
Cyber-victimization
cyberbullying in online games scale to investigate the prevalence of students. Among 1112 respondents with
Online game
valid questionnaires, 81% (n = 902) responded their demographic information. Participants comprised ele-
mentary students (n = 268, 29.7%), junior high school students (n = 223, 24.7%) and senior high school stu-
dents (n = 411, 45.6%). Among them, 62.7% (n = 565) were males, and 37.3% (n = 337) were females. Our
study revealed that cyberbullying and cyber-victimization behavior from Willard's (2007) eight classifications
indeed existed in Taiwanese adolescent players, although the frequencies varied from person to person.
Compared with primary and junior high school students and girls, senior high school students and boys were
found to have more experience with various types of cyberbullying as both the perpetrator and the victim.
Additionally, there were statistically significant differences between victims and bullies in the perception of the
seriousness of CB outing acts. Therefore, to keep students from engaging in these deviant behaviors and be-
coming victims, schools and teachers should provide assistance that varies from student to student.

1. Introduction youth who were victims of online harassment from 2000 to 2005. In a
national study of 15,686 U.S. students in grades 6–10, Raskauskas and
Online gaming has become one of the most popular leisure activities Stoltz (2007) showed that 29.9% of the students reported moderate to
among children and teens (Hasebrink, Livingstone, Haddon, & Olafsson, frequent involvement in bullying. It is clear that CB has become fairly
2009). A number of studies have investigated the high-profile Internet commonplace in the lives of adolescents, and CB has been identified
risks associated with preteens' online gaming, such as cyberbullying internationally as a major public health issue.
(CB), stranger danger, and exposure to violent and pornographic con- The extant literature has indicated that online games often contain
tent (Hasebrink et al., 2009). Among these risks, CB and cyber-victi- attacks and violence, which may have profound effects on youngsters'
mization (CV) may be the most serious problems, as evidence has psychological development and social interaction via acculturation
shown that such experiences are associated with poor mental health (Yang, 2012). In addition, many online games require players to col-
(Chang et al., 2013; Chu, Fan, Liu, & Zhou, 2018; Fahy et al., 2016; laborate to obtain treasures or terminate the game, and these compe-
Kim, Colwell, Kata, Boyle, & Georgiades, 2018). To keep students away titions often create conflicts because most rewards are limited. Under
from CB, thirty-four states in the U.S. have adopted CB-specific legis- this circumstance, once a gamer's partner has poor performance, they
lation (Albin, 2012). will engage in irrational bullying behaviors such as scoffing or ex-
In fact, the number of victims and bullies involved in CB is rising, cluding the target gamer from a group activity. Players may imitate
and this rise is positively linked with the increase in technological ad- malicious acts through observation based on Bandura's social learning
vancement and the use of technology by adolescents. Wolak, Mitchell, theory (Chang et al., 2015) and then behave aggressively (Yang, 2012).
and Finkelhor (2006) indicated a 50% increase in the percentage of One day, when those outsiders or victims encounter the same situation,


Corresponding author at: Graduate Institute of Education, National Sun Yat-sen University, 70 Lien-hai Road., Kaohsiung 80424, Taiwan.
E-mail address: shyang@mail.nsysu.edu.tw (S.C. Yang).

https://doi.org/10.1016/j.childyouth.2019.104461

Available online 12 August 2019


Received 30 April 2019; Received in revised form 8 August 2019; Accepted 8 August 2019

0190-7409/ © 2019 Elsevier Ltd. All rights reserved.


C.L. Huang, et al. Children and Youth Services Review 106 (2019) 104461

they will be likely to treat beginners according to the experiences that preliminarily revealed the veil of CB/CV in an online gaming environ-
they went through or observed previously. Regrettably, even game ment; however, they did not distinguish the details of CB/CV and de-
companies understood that there are some risks for players while serve a more detailed study.
gaming, some acquiesce to CB due to commercial motivations; from a With this in mind, the current study aimed to investigate the pre-
cost-benefit perspective, arbitrating players' conflicts does not increase valence of CB and CV in online gaming environments and the char-
profits, and in fact, resources are required to detect these behaviors. acteristics of bullies and victims. We also examined the detailed beha-
Apparently, the features of online gaming facilitate CB incidents viors CB and CV incidents to response to Trolley, Hanel, and Shields's
compared with other platforms; however, research regarding CB in (2009) claim, and included perceived seriousness in this study. That is,
online gaming is scant (Li, 2015; Li & Pustaka, 2017; Zhu, Chu, Zhang, we addressed the third research question: Do Taiwanese students with
& Li, 2018), leading to academic gaps in the field. This gap not only different genders or educational stages have different views on the se-
existed in an online gaming context, Gahagan, Vaterlaus, and Frost verity of CB and CV? We assumed that the perception of the severity of
(2016) also indicated that extant studies rarely focus on the specific CB and CV would be associated with an individual's behavior, and this
technology platform. Accordingly, we addressed the first research notion is based on the theory of planned behavior, which indicate that
question: Are cyberbully and cyber-victimization that occur in an online attitude and subject norms are two important factors related to in-
gaming context prevalent in our participants? dividual action, and this question echoed the empirical evidence found
In the past, the characteristics of bullies and victims have received that judgment was associated with CB engagement. Specifically, we
considerable attention. Researchers have tried to sort out the relation- hypothesized that females perceived CB and CV as more serious than
ship among gender, educational stage and bullying roles. Most studies males, because abundant studies have indicated that girls are more
have confirmed their speculations about bully differences with gender empathetic than boys (e.g., Batanova & Loukas, 2011; Rosario et al.,
(Barlett & Coyne, 2014; Kowalski & Limber, 2007; Lapidot-Lefler & 2016). On the whole, it is believed that this research will deepen our
Dolev-Cohen, 2015; Resett & Gamez-Guadix, 2017) and educational knowledge on CB.
stage.
Interestingly, compared to the inconsistency of gender finding, re- 2. Literature review
searchers obtain relatively consistent results in age difference. Scholars
(eg: Kowalski, Giumetti, Schroeder, & Lattanner, 2014; Tokunaga, 2.1. The concept and classification of CB
2010) indicated that cyberbullying perpetration tends to increase with
age. In a recent report, Barlett and Chamberlin (2017) found that CB CB and TB are similar and both comprise three vital concepts: power
increases from youth to emerging adulthood and then diminishes. That imbalance, causing intentional harm and repetition. Specifically, CB is
is, a student's age and bullying behavior are tightly connected to the defined as the deliberate and repetitive harmful behavior caused via
period of adolescence. Kowalski, Giumetti, and Cox (2019) also sug- electronic devices (Hinduja & Patchin, 2008; Patchin & Hinduja, 2006;
gested the importance of inspecting individual difference variables as Tokunaga, 2010). It occurs in a network that connects the globe and has
they relate to CB prevalence and outcome given the use of technology no limit of space and time (Li, Smith, & Cross, 2012).
across different demographic groups. In view of the importance of in- Willard (2007) indicated that CB is far more serious than TB due to
dividual differences, when conducting a CB study, regardless of which the malignancy, continuity, perceived invincibility and anonymity of
platform, this factor they should be included in the discussion. There- online exchanges. She further identified eight different categories of
fore, we addressed the second research question: Which gender and common CB actions: flaming (using vulgar or coarse messages to cause
educational stage students are likely to become cyberbullies and cyber- conflicts/fights), harassment (repeatedly sending offensive messages),
victims in an online gaming context? Specifically, we further hy- denigration (sharing harmful or untrue statements about someone on-
pothesized that older students are more likely to be cyberbullies and line), outing and trickery (sharing someone's personal sensitive, private
cyber-victims than younger students. or embarrassing information), impersonation (pretending to be
Notably, although scholars have shown considerable light on CB, CB someone else and sending or posting a message that makes that person
research continues to encounter certain issues. For example, studies look bad), exclusion (intentionally or cruelly excluding someone from
seldom take culture differences into consideration (Zhu et al., 2018). an online group) and cyberstalking (repeatedly sending excessively
Chan and Wong (2015) conducted a systematic review of traditional intimidating messages that make victims feel concerned for their own
bullying (TB) and CB in Chinese societies and found that some specific safety). Apparently, this classification can help us to inspect well the
bully behaviors were particularly prevalent in Chinese children and differences between different types of CB.
adolescents. A possible explanation is that Chinese students stress in- Since developing an effective intervention relies on a full under-
terpersonal harmony and therefore tend to take actions based on standing of the target situation, Trolley et al. (2009) noted that in-
friends' requests in order to avoid conflicts. Therefore, CB behaviors vestigating the nuances of CB, as addressed by Willard (2007), should
such as social exclusion may be more likely to occur than other beha- be included in CB assessments. They further mentioned that it is im-
viors. Accordingly, recruiting eastern students as a research sample portant to address the potential reasons for a CB event, the specific form
would be helpful to understand CB in the online gaming context from of CB identified, who was involved and how often the event occurred,
another perspective. providing a new direction for future research. Therefore, based on the
In Taiwan, some researchers noted the relation between CB and advantage of Willard's classification and the suggestion of Trolley et al.
online gaming and conducted studies (eg: Chang et al., 2015; Yang, (2009), the eight categories were applied in the present study.
2012). Specifically, Chang et al. (2015) inspected elements related with
the emergence and cessation of youngster cyberbullying and victimi- 2.2. The current situation of CB in eastern areas
zation, finding that playing online games, immersion in violence in
media, Internet risk behaviors, traditional bullying experiences and Regarding the status quo in Asia, Shin and Ahn (2015) surveyed
Internet bullying experiences are good predictors. Yang (2012) in- 1036 Korean students from junior high and senior high schools and
vestigated 1069 teen online gamers to scrutinize the association be- found that 7.8% of participants in South Korea admitted to having
tween respondents' gender, preference for video games, hostility, ag- cyberbullied someone. Wong, Chan, and Cheng (2014) examined 1917
gressive behavior and CB/CV experiences, finding that both preferences Hong Kong teens and reported that 31.5% of their sample admitted to
for video game and hostility had indirect relationships with CB. In an experience of CB in the previous 30 days. In addition, Chu et al.
addition, being a victim was directly connected with both CB and ag- (2018) and Zhu et al. (2018) indicated that 3 to 59% Chinese juveniles
gressive behavior and indirectly connected with CB. These studies had been involved in CB incidents in their literature reviews. In Taiwan,

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C.L. Huang, et al. Children and Youth Services Review 106 (2019) 104461

the Child Welfare League Foundation conducted a randomized survey 1130 paper-and-pencil questionnaires were distributed, and 1112 stu-
of primary, junior and senior high schools in 2016. They found that dents completed the questionnaire. Among the respondents, 81%
close to 74.1% of participants believed that CB is a serious issue, (n = 902) responded their demographic information. Of the subjects,
and > 76% had either witnessed or engaged in CB activities. 62.7% (n = 565) were male, and 37.3% (n = 337) were female, and the
This evidence shows that the prevalence of CB varies widely, and respondents varied in education level: 29.7% (n = 268) were in ele-
there is no exact measurement of the CB rate, possibly due to variations mentary school, 24.7% (n = 223) were in junior high school, and
in study methodologies (i.e., participant recruitment and measure- 45.6% (n = 411) were in senior high school. Notably, many re-
ments). Kowalski et al. (2014) indicated that the prevalence rates of spondents (41%) had > 5 years of experience with online games.
victimization/ perpetration are highly variable across studies, largely
due to differences in the way CB is defined, the ages and locations of
3.2. Procedures
individuals sampled, the reporting time frame assessed (e.g., 2 months,
6 months), and the CB frequency rate by which an individual is clas-
The same procedure was used to gather data from elementary-
sified as a perpetrator or a victim (e.g., at least once, several times a
school-aged children through to high school students. Using the method
week). In general, despite the different proportions of data, Asian stu-
of convenient sampling, we contacted familiar teachers to request that
dents do face the risk of CB when they use the Internet.
they announce the research recruitment. An invitation letter for re-
search participation was distributed to students' parents before con-
2.3. The characteristics of cyberbullying perpetration and online game
ducting this research. The letter addressed the research purpose/pro-
cedure and asked for permission for their child to participate in this
Researchers have found that engagement in online games can di-
study. After teachers collected all the students willing to participate,
rectly or indirectly forecast CB (e.g., Chang et al., 2015; Yang, 2012;
well-trained research assistants scheduled and collected the data in
Zhu et al., 2018). For example, Li and Pustaka (2017) recruited 357
their class. Participation in this study was voluntary, anonymous and
American college students to inspect their gaming-related CB experi-
confidential, and students were able drop out at any time without any
ence and reported that 70% witnessed CB in online game and 57% had
penalty. The questionnaires were administered in class during the stu-
an experience of CV while gaming. Leung and McBride-Chang (2013)
dents' regularly scheduled class times. This scale took students 25 min
surveyed 626 5th and 6th graders from Hong Kong and found that 56%
to fill in, and all participants received a small gift as a reward, whether
were online gamers, 31.1% had experience bullying others, and 47.3%
or not they finished the survey.
had been bullied. In Taiwan, Chen et al. (2005) found that theft (73.7%,
n = 452) and fraud (20.2%, n = 124) were major online gaming crimes
and that many of the people committing these offenses were young 3.3. Research instruments
students (63.3%, n = 388, were 15 to 20 years old, and 8.3%, n = 52,
were < 15 years old). 3.3.1. The CB in online games scale (CBOGS)
Interestingly, empirical studies have found that students of different We developed a CB in online games scale (CBOGS) to identify the
genders have dissimilar experiences of CB and CV. Males are more frequency and perceived seriousness of respondents' CB experiences in
likely than females to be bullies or victims of bullying (Calvete, Orue, an online gaming context in the roles of cyberbully and cyber-victim.
Estévez, Villardón, & Padilla, 2010; Erdur-Baker, 2010; Popovic-Citic, This scale has eight types of CB based on Willard's (2007) classification,
Djuric, & Cvetkovic, 2011). For example, in their analysis of 1431 including flaming, harassment, denigration, impersonation, outing,
Spanish juveniles, Calvete et al. (2010) reported that males use CB to a trickery, exclusion and cyberstalking.
greater extent than females. Erdur-Baker (2010) examined 276 teens' Four experts with diverse research expertise related to higher edu-
CB and its correlations with TB, gender and frequent and risky usage of cation, two high school guidance counselors and one elementary school
Internet-mediated communication tools and found that boys were more teacher reviewed the CBOGS instrument. The reviewers evaluated the
likely to be bullies and victims in both physical and cyber-environments items to confirm the content validity and to determine whether the
than girls. Finally, Popovic-Citic et al. (2011) scrutinized 387 young- items were clearly worded, comprehensive and understandable for
sters in Serbia to determine the current situation regarding CB and students from elementary school to high school.
revealed obvious gender differences in CB, with boys reporting higher The CBOGS contains two datasets to collect CB/CV experiences and
levels of bullying others and being victimized by cyberbullies than girls. perceptions of CB/CV. Specifically, the first dataset contained two
Although relatively few studies have confirmed gender differences subscales: “Bullying/Victimization Frequency,” and the second
in an online gaming context, such differences may exist. Chang et al. dataset also contained two subscales: “Perceived Seriousness of Bullying/
(2015) explored the relationship between online gaming and CB/CV Victimization.” For Bullying/Victimization Frequency, the items are the
experience and found that boys were more inclined to be involved in CB same, except the statements relate active bullying to ‘being a cyber-
and CV activities compared to girls. Since their male participants also bully,’ while the statements for victims are addressed passively as ‘being
admitted spending more time on online games, they further inferred a cyber-victim.’ The same distinctions are observed for Perceived
that exposure to online gaming might account for this incidence. These Seriousness of Bullying/Victimization. Moreover, to reduce the like-
reports highlight the impact of gender; therefore, when we discuss these lihood of social desirability bias, the term ‘cyberbullying’ is never used
behaviors, we should not overlook the gender issue. explicitly, as suggested by Juvonen and Gross (2008).
Based on literature reviews, we adopt the CB classification proposed Bullying/Victimization Frequency explores respondents' experi-
by Willard (2007) to develop an instrument to further explore Taiwa- ences as bullies or victims in the past six months. Respondents rate their
nese teens' CB and CV experiences in an online gaming environment. agreement to these statements on a five-point Likert scale of 0 (never), 1
Related factors such as gender, educational level and perception of the (1–3 times), 2 (4–6 times), 3 (7–9 times), and 4 (> 10 times). Higher
seriousness of bullying were also included. scores indicate more experience as a bully or as a victim of bullying.
Perceived Seriousness of Bullying/Victimization examines the serious-
3. Methodology ness of each bullying behavior from respondents' perspectives as bullies
or victims. Participants rate their agreement with these statements on a
3.1. Participants four-point Likert scale ranging from 0 (not serious) to 3 (very serious).
Higher scores indicate higher perceived seriousness. The alpha values
This study recruited participants from 24 primary, junior high and for CB experience, CV experience, CB severity and CV severity tested
senior high schools from three cities in southern Taiwan. A total of with our sample were 0.97, 0.95, 0.97 and 0.96, respectively.

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C.L. Huang, et al. Children and Youth Services Review 106 (2019) 104461

Table 1
Descriptive statistics for the frequency and perceived seriousness of bully/victim status (Whole sample)
Description Victim Bully Perceived seriousness

M None 1–3 4–6 7–9 > 10 M None 1–3 4–6 7–9 > 10 CB CV

(SD) n n n n n %

% % % % % (SD) n n n n

% % % %

M M

(SD) (SD)

A. Flaming (FL)
1. Using sharp/insulting language against someone in gaming 0.37 827 146 55 21 20 0.32 838 119 28 6 34 1.08 0.97
forums or communities 0.83 77.4 13.7 5.1 2.0 1.9 0.84 81.8 11.6 2.7 0.6 3.3 (0.79) (0.68)
2. Disgracing someone because of different viewpoints on gaming 0.29 879 114 50 11 15 0.28 872 80 33 13 26 1.18 1.09
forums or communities 0.73 82.2 10.7 4.7 1.0 1.4 0.81 85.2 7.8 3.2 1.3 2.5 (0.92) (0.68)

B. Harassment (HA)
3. Mocking someone by repeatedly calling him/her indecent 0.34 895 69 55 20 30 0.28 889 65 28 13 32 1.27 1.03
names 0.88 83.7 6.5 5.1 1.9 2.8 0.84 86.6 6.3 2.7 1.3 3.1 (0.98) (0.76)
4. Repeatedly insulting someone with vulgar language 0.49 790 151 57 28 43 0.35 839 98 39 21 30 1.11 0.97
1.00 73.9 14.1 5.3 2.6 4.0 0.88 81.7 9.5 3.8 2.0 2.9 (0.90) (0.79)
5. Repeatedly sending dirty jokes 0.22 938 74 20 22 15 0.14 951 33 19 15 8 1.37 1.11
0.71 87.7 6.9 1.9 2.1 1.4 0.59 92.7 3.2 1.9 1.5 0.8 (0.93) (0.92)
6. Repeatedly sending sexually suggestive messages (such as 0.14 983 43 26 9 8 0.12 970 16 18 16 6 1.38 1.11
dating for money) 0.56 92.0 4.0 2.4 0.8 0.7 0.55 94.5 1.6 1.8 1.6 0.6 (1.02) (0.86)

C. Denigration (DE)
7. Intentionally belittling someone's strength in games to fight for 0.32 890 97 30 25 27 0.18 933 42 27 12 13 1.19 1.03
treasure 0.85 83.3 9.1 2.8 2.3 2.5 0.65 90.8 4.1 2.6 1.2 1.3 (0.81) (0.80)
8. Intentionally making up someone's misconduct to win someone 0.21 956 52 28 18 15 0.15 950 28 27 15 7 1.35 1.15
over 0.70 89.4 4.9 2.6 1.7 1.4 0.59 92.5 2.7 2.6 1.5 0.7 (0.83) (0.87)
9. Intentionally discrediting someone in treasure or money trades 0.21 958 48 30 17 16 0.14 960 30 22 8 11 1.46 1.26
0.71 89.6 4.5 2.8 1.6 1.5 0.58 93.1 2.9 2.1 0.8 1.1 (0.97) (0.89)

D. Impersonation (IM)
10. Impersonating someone's friends to avenge 0.15 991 32 20 14 12 0.13 961 24 25 11 6 1.38 1.30
0.62 92.7 3.0 1.9 1.3 1.1 0.54 93.6 2.3 2.4 1.1 0.6 (0.95) (0.82)
11. Pretending to be the opposite sex to deceive someone 0.16 988 32 19 18 12 0.13 968 20 18 8 13 1.23 1.42
0.64 92.4 3.0 1.8 1.7 1.1 0.59 94.3 1.9 1.8 0.8 1.3 (0.79) (0.99)
12. Impersonating someone to send sexually suggestive messages 0.12 1001 25 25 14 4 0.10 976 18 21 8 4 1.44 1.34
0.53 93.6 2.3 2.3 1.3 0.4 0.47 95.0 1.8 2.0 0.8 0.4 (0.94) (0.91)
13. Being impersonated to send dating-for-money messages 0.12 1002 29 12 21 3 0.12 973 19 15 7 12 1.39 1.50
0.53 93.9 2.7 1.1 2.0 0.3 0.56 94.8 1.9 1.5 0.7 1.2 (0.88) (0.97)
14. Impersonating someone to insult someone with vulgar 0.23 948 57 22 20 22 0.16 948 26 29 15 9 1.36 1.28
language or to call someone indecent names 0.76 88.7 5.3 2.1 1.9 2.1 0.62 92.3 2.5 2.8 1.5 0.9 (0.94) (0.95)

E. Outing (OU)
15. Revealing someone's privacy without permission due to 0.14 996 30 13 23 7 0.12 967 21 19 13 7 1.37 1.51
disputes in games 0.60 93.2 2.8 1.2 2.2 0.7 0.55 94.2 2.0 1.9 1.3 0.7 (0.90) (0.89)
16. Falsifying someone's private information without permission 0.14 993 28 27 18 3 0.12 969 18 19 17 4 1.29 1.55
due to disputes 0.55 92.9 2.6 2.5 1.7 0.3 0.54 94.4 1.8 1.9 1.7 0.4 (0.81) (0.98)
17. Posting game account and password information without 0.17 978 39 25 17 10 0.12 970 19 13 19 6 1.38 1.63
permission due to disputes 0.63 91.5 3.6 2.3 1.6 0.9 0.56 94.4 1.9 1.3 1.9 0.6 (0.81) (1.00)
18. Revealing someone's secrets without permission due to 0.15 987 34 28 11 9 0.12 966 19 24 11 7 1.23 1.65
disputes in games 0.59 92.3 3.2 2.6 1.0 0.8 0.55 94.1 1.9 2.3 1.1 0.7 (0.88) (1.02)

F. Trickery (TR)
19. Promising to help acquire treasure but later selling me out 0.23 935 68 33 18 15 0.13 965 21 17 13 11 1.35 1.50
0.71 87.5 6.4 3.1 1.7 1.4 0.60 94.0 2.0 1.7 1.3 1.1 (0.84) (0.93)
20. Borrowing treasure without returning it and even disappearing 0.29 902 89 35 18 23 0.13 964 21 16 19 7 1.47 1.64
0.79 84.5 8.3 3.3 1.7 2.2 0.58 93.9 2.0 1.6 1.9 0.7 (0.90) (1.02)
21. Recruiting me under the name of a game community and 0.15 985 34 29 14 7 0.13 962 20 26 12 7 1.27 1.38
kicking me out after cheating me out of virtual accessories 0.58 92.1 3.2 2.7 1.3 0.7 0.56 93.7 1.9 2.5 1.2 0.7 (0.86) (0.96)

(continued on next page)

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C.L. Huang, et al. Children and Youth Services Review 106 (2019) 104461

Table 1 (continued)

Description Victim Bully Perceived seriousness

M None 1–3 4–6 7–9 > 10 M None 1–3 4–6 7–9 > 10 CB CV

(SD) n n n n n %

% % % % % (SD) n n n n

% % % %

M M

(SD) (SD)

G. Exclusion (EX)
22. Instigating others to exclude me because they do not want me 0.20 954 61 21 18 15 0.18 928 47 27 16 9 1.30 1.36
in the game 0.69 89.2 5.7 2.0 1.7 1.4 0.63 90.4 4.6 2.6 1.6 0.9 (0.82) (0.89)
23. Excluding me from participating in a community because they 0.15 986 31 23 14 10 0.15 944 37 22 14 9 1.23 1.30
do not want me in the game 0.60 92.7 2.9 2.2 1.3 0.9 0.60 92.0 3.6 2.1 1.4 0.9 (0.91) (0.91)
24. Excluding me from participating in a community because they 0.12 1012 12 20 19 6 0.14 955 27 17 21 6 1.34 1.43
do not like the sex represented by my avatar in the game 0.57 94.7 1.1 1.9 1.8 0.6 0.59 93.1 2.6 1.7 2.0 0.6 (0.95) (1.01)
25. Excluding me from a group activity due to a dispute in the 0.20 959 49 26 19 14 0.17 932 44 20 17 11 1.17 1.23
game 0.69 89.9 4.6 2.4 1.8 1.3 0.64 91.0 4.3 2.0 1.7 1.1 (0.91) (0.90)

H. Cyberstalking (CS)
26. Finding and threatening me if I do not follow what they say 0.17 979 36 25 20 9 0.13 957 29 25 11 5 1.41 1.65
0.63 91.6 3.4 2.3 1.9 0.8 0.53 93.2 2.8 2.4 1.1 0.5 (0.87) (0.97)
27. Finding out someone's identity and threatening him/her if he/ 0.11 1013 13 23 18 2 0.13 962 21 24 13 6 1.41 1.62
she collects the treasure 0.52 94.8 1.2 2.2 1.7 0.2 0.55 93.8 2.0 2.3 1.3 0.6 (0.86) (0.97)
28. Finding and threatening me if I contact someone 0.15 979 38 30 14 6 0.12 968 22 15 15 6 1.52 1.30
0.58 91.8 3.6 2.8 1.3 0.6 0.54 94.3 2.1 1.5 1.5 0.6 (0.91) (0.87)

Note. The statements for the CB items are active; the statements for the CV items are passive. Item descriptions are condensed for brevity.

3.4. Data analysis (n = 12, 1.1%); item 15, ‘revealing one's privacy without permission due
to disputes’ (n = 13, 1.2%); and item 11, ‘pretending to be the opposite
Descriptive statistics, paired t-test, MANOVA and ANOVA were em- sex to deceive someone’ (n = 19, 1.8%). Among respondents who had
ployed to analyze the collected data. Descriptive statistics was performed experienced CV at least once, the majority of CV experiences were in the
to examine the current CB/CV experiences and overall perception of se- form of Harassment, Flaming, Denigration and Trickery.
verity of the above experiences. A paired t-test was applied to determine The average scores of the eight forms of CB ranged between 0.10
whether there was a statistically significant difference between victims and 0.35. Flaming was the most frequent behavior (M = 0.30,
and bullies in the perception of seriousness of CB acts. MANOVA and SD = 0.74), followed by Harassment (M = 0.22, SD = 0.59),
ANOVA were conducted to inspect the characteristics of cyberbullies and Denigration (M = 0.16, SD = 0.54), Exclusion (M = 0.16, SD = 0.54),
cyber-victims, and to further compare the judgment of students with dif- Trickery (M = 0.13, SD = 0.53), Impersonation (M = 0.13, SD = 0.50),
ferent characteristics toward the severity of the bully/victim experience. Outing (M = 0.12, SD = 0.50) and Cyberstalking (M = 0.12,
SD = 0.49). Flaming was the most frequently reported category, while
4. Findings Outing and Cyberstalking were the least common.
Among respondents who had experienced CB at least four times,
4.1. Descriptive analysis of bully/victim experience frequencies in online item 4, ‘repeatedly insulting someone with vulgar language’ (n = 39,
games 3.8%), was the most common type of CB experienced, followed by item
2, ‘disgracing someone because of different viewpoints on gaming
Table 1 shows the average scores of eight forms of cyber-victimi- forums or communities’ (n = 33, 3.2%), and item 14, ‘impersonating
zation (CV), as reported by the questionnaire. The scores of individual someone to insult someone else with vulgar language or to call someone
items range between 0.11 and 0.49, with Flaming (M = 0.33, indecent names’ (n = 29, 2.8%). Item 17, ‘posting game account and
SD = 0.70) being the most common type of victimization, followed by password information without permission due to disputes’ (n = 13,
Harassment (M = 0.30, = SD 0.64), Denigration (M = 0.25, 1.3%), was the least frequent, followed by item 13, ‘being impersonated
SD = 0.61), Trickery (M = 0.23, SD = 0.62), Exclusion (M = 0.18, to send dating-for-money messages’ (n = 15, 1.5%), and item 28, ‘find
SD = 0.58), Impersonation (M = 0.16, SD = 0.52), Outing (M = 0.15, and threaten if contact someone’ (n = 15, 1.5%). Among respondents
SD = 0.53) and Cyberstalking (M = 0.15, SD = 0.53). who had engaged in CB at least once, most engaged in Harassment,
Among respondents who had experienced CV at least four times, the Flaming, and Exclusion (Fig. 1).
three most prevalent behaviors were item 4, ‘repeatedly insulting
someone with vulgar language’ (n = 57, 5.3%); item 3, ‘mocking 4.2. Analysis of the perceived seriousness of bullying/victimization
someone by repeatedly calling him/her indecent names’ (n = 55, 5.1%); experiences
and item 1, ‘using sharp/insulting language against someone in gaming
forums or communities’ (n = 55, 5.1%). The least frequent type of CV The average scores on the eight forms of the perceived seriousness
was item 13, ‘being impersonated to send dating-for-money messages’ of CV fell between 0.97 and 1.65, while those of the perceived

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C.L. Huang, et al. Children and Youth Services Review 106 (2019) 104461

serious. Moreover, both groups regarded items 1 and 4, Flaming and


Harassment, respectively, to be the least serious types of bullying.
Notably, there were statistically significant differences between
victims and bullies in the perception of seriousness of CB acts, except
for Cyberstalking.

4.3. Analysis of gender differences in the frequency and perceived


seriousness of bully/victim experiences

Consistent with previous studies conducted on other online plat-


forms (Calvete et al., 2010; Erdur-Baker, 2010; Khamis, 2015; Popovic-
Citic et al., 2011; Wong et al., 2014), which have shown that males are
more likely than females to be bullies or victims of bullying, this study
found that boys more frequently reported CB and CV experiences than
girls on all forms of the CBOGS.
Regarding the perceived seriousness of CB and CV behaviors, it is
Fig. 1. The Frequency and Perceived Seriousness of Victim/Bully Experiences.
interesting that boys perceived their own victimization as more serious
than did girls (Pillai's Trace = 0.05, p < .001, η2p = 0.05; Box’
M = 890.73, F = 24.55, p < .001), particularly for Impersonation
seriousness of CB ranged from 1.08 to 1.52. For CV, Outing (M = 1.34, (Brown-Forsythe = 10.78, p = .001), Outing (Brown-Forsythe = 19.04,
SD = 0.46), Cyberstalking (M = 1.22, SD = 0.41) and Harassment p < .001), Trickery (Brown-Forsythe = 21.69, p < .001), and
(M = 1.19, SD = 0.37) were perceived to be most serious, while Exclusion (Brown-Forsythe = 31.24, p < .001). Girls perceived the
Trickery (M = 0.92, SD = 0.51), Denigration (M = 0.94, SD = 0.56) experiences of bullying victims as more serious than boys (Pillai's
and Impersonation (M = 0.96, SD = 0.44) were considered the least Trace = 0.04, p < .001,η2p = 0.04; Box’ M = 1037.40, F = 28.59,
serious. For CB, Cyberstalking (M = 1.23, SD = 0.39), Outing p < .001) in five forms of CB: Harassment (Brown-Forsythe = 15.51,
(M = 1.20, SD = 0.32) and Impersonation (M = 1.18, SD = 0.33) were p < .001), Denigration (Brown-Forsythe = 17.55, p < .001),
perceived to be the most serious, while Flaming (M = 0.91, SD = 0.43), Impersonation (Brown-Forsythe = 14.80, p = .001), Exclusion (Brown-
Exclusion (M = 1.02, SD = 0.41), Harassment (M = 1.10, SD = 0.43), Forsythe = 9.74, p = .002), and Cyberstalking (Brown-
Denigration (M = 1.10, SD = 0.43), and Trickery (M = 1.10, Forsythe = 27.08, p < .0001) (Fig. 2).
SD = 0.35) were considered the least serious.
As perceived by bullies, the three most serious types of CB were item
28, ‘find and threaten if contact someone’ (M = 1.52), item 20, ‘bor- 4.4. Analysis of educational stage differences in the frequency and perceived
rowing treasure without returning and even disappearing’ (M = 1.47), seriousness of bully/victim experiences
and item 9, ‘intentionally discrediting someone in treasure or money
trades’ (M = 1.46). As perceived by victims, the three most serious We found that differences in the respondents' education levels were
types of CV were item 18, ‘revealing someone's secrets without per- significant for all eight forms of CB behavior. Overall, the percentage of
mission due to disputes in games’ (M = 1.65), item 26, ‘find and senior high school students who were bullies or victims was sig-
threaten if victims who do not do what they say’ (M = 1.65), and item nificantly higher than the percentage of elementary and junior high
20, ‘borrowing treasure without returning it and even disappearing’ school students affected by bullying.
(M = 1.64). The survey showed that both bullies and victims perceived With regard to the perceived seriousness of CB and CV, senior high
bullying behaviors that invade privacy, such as outing and stalking, as school students seemed to be more aware of the severity of CB (Pillai's
Trace = 0.08, p < .001, η2p = 0.04; Box’ M = 1268.91, F = 17.43,

Fig. 2. Gender Differences in the Frequency and Perceived Seriousness of Bully/Victim Experiences.

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C.L. Huang, et al. Children and Youth Services Review 106 (2019) 104461

Fig. 3. Educational Level in the Frequency and Perceived Seriousness of Bully/Victim Experiences.

p < .001) and CV (Pillai's Trace = 0.11, p < .001, η2p = 0.06; Box’ among Taiwanese students, adjusting the content to align with Taiwa-
M = 994.45, = 13.66, p < .001) compared with students in primary nese conditions would be appropriate. Therefore, the frequency of oc-
and junior high school. The results of the ANOVA and post hoc tests currence ranging from once to three times was still included in our
showed that senior high school students were relatively conscious of the analysis.
gravity of bullying through Flaming (Brown-Forsythe = 16.87, Regarding the most frequently encountered bullying behavior,
p < .001), Harassment (Brown-Forsythe = 11.51, p < .001), flaming was the most common type mentioned by both bullies and
Denigration (Brown-Forsythe = 9.79, p < .001), and Impersonation victims, followed by harassment; this finding is supported by Tippett
(Brown-Forsythe = 14.18, p < .001). They also displayed relative and Kwak's (2012) report. In their analysis, aggressive language, such
comprehension that being the victim of Flaming (Brown- as swearing or insults (64% reporting), was the most common experi-
Forsythe = 20.77, p < .001) and Exclusion (Brown-Forsythe = 10.62, ence of online game bullying, followed by name calling (44%), violence
p < .001) are serious (Fig. 3). against one's avatar (16%), threats (12%), rumor spreading (4%), and
social exclusion (2%). Although exclusion was not on the list of the top
three behaviors, students were still more likely to suffer this persecution
5. Discussion than other bullying activities (impersonation, outing and cyber-
stalking). This implies that exclusion may be particularly likely among
In sum, we found that 6 to 21% of students engaged in CB perpe- Chinese students. However, the dissimilar classifications used in the
tration, and 6 to 31% had a CV experience in online gaming at least study may also account for this variation.
once during the past 6 months. These rates are far below the results of With respect to the attitude toward CB incidents, approximately
Tippett and Kwak (2012) and Li and Pustaka (2017). Tippett and Kwak 70% of students believed that being a bully or victim is of little or no
examined 193 Korean children, finding that approximately one third of seriousness or even a trivial or minor misbehavior. It appeared that
their students bullied others and 43% of the pupils were bullied in a students' perception of the severity of these behaviors was inversely
gaming context in the last two months. Li and Pustaka (2017) surveyed related to the frequency of the occurrence of the behaviors (e.g.,
357 American college students and reported that > 50% or their re- Flaming, Harassment). Whether this is due to students' lack of knowl-
spondents were bullies or victims. We inferred that the discrepancies in edge, lack of understanding of the nature of the bullying act, mis-
prevalence may result from the different ages of the research samples, conceptions of willful misconduct, or lack of empathy for CB victims,
but even so, this previous evidence and our results echo Fryling, Cotler, the factors leading to students' perceptions of serious CB instances re-
Rivituso, Mathews, and Pratico's (2015) conclusion that CB is an issue quire further investigation. Students' perceived seriousness of CV in-
on online gaming platforms. cidents is related to their levels of empathy and influence the likelihood
Interestingly, when we compare our results with other CB research that they will be involved in bullying behavior. It is imperative to foster
on online platforms in Taiwan, the percentage of CB in our study is students' Internet literacy, ethics and safety, and it is necessary to en-
similar to that in a report by Yang, Lin, and Chen (2014), who found hance students' empathy in order to decrease CB (Ang & Goh, 2010;
that 2.7 to 28.9% of their participants had cyberbullied others. How- Rosario et al., 2016; Steffgen, König, Pfetsch, & Melzer, 2011). Future
ever, the figures in our study are much higher than those of Yang et al. studies are also important to address the potential reasons for students'
(2014), who indicated that 0.6–10% of their respondents were victims disregard of online bullying.
of CB activities. This may support our expectation that CB occurs more Further examining the gender judgments on the severity of CB/CV
easily in online gaming environments than on other platforms, but this experience, females might view bullying as a more serious issue because
idea requires further inspection. It is worth noting that CB is usually they are more empathetic toward victims; this notion is supported by a
defined as a repetitive act, and under this concept, the frequency of number of studies indicating that girls are more empathetic than boys
occurrence ranging from once to three times should be excluded in the (e.g., Batanova & Loukas, 2011; Rosario et al., 2016), particularly re-
analysis. However, according to the definition proposed by Taiwan garding the effects of their bullying on others. Interestingly, gender
Ministry of Education (2012), repeatability is not a necessary condition differences may also exist in tip-off. For example, in Fryling et al.'s
for a CB event. Given that this study aimed to investigate CB prevalence

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C.L. Huang, et al. Children and Youth Services Review 106 (2019) 104461

(2015) descriptive analysis, they found that a relatively high proportion expected, but the magnitude of the difference was not. As indicated by
of female gamers (49%) were willing to report CB, whereas the corre- the averages of all questionnaire items, the extent of CV was sig-
sponding proportion of male gamers was 45%. Moreover, moral judg- nificantly greater than that of CB (Mvictim = 0.22, Mbully = 0.17,
ment may be another explanation for this finding. Bouhnik and Mor t = 4.91; p < .001).
(2014) examined teenagers' attitudes toward immoral behavior in the It should be noted that on the CBOGS, participants rated their re-
Internet environment, and they found that girls were more likely to sponses on a scale of 0 (never), 1 (1–3 times), 2 (4–6 times), 3 (7–9
make “humane judgments” than boys. They further perceived humane times), and 4 (> 10 times). In this regard, the means could be regarded
judgment to be a value of supreme justice that does not differentiate as low. Despite this mathematically low finding, it has implications that
based on gender, age, race, or religion. It is parallel to Kohlberg's should not be downplayed, as there are severe emotional and beha-
“autonomic moral standard” (1969, pp. 53–54), to Piaget's “cognitive vioral problems associated with CB/CV, such as depression (Chang
operational level” (1932, pp. 32–34) and to Bull's “autonomic judgment et al., 2013; Chu et al., 2018; Gámez-Guadix, Orue, Smith, & Calvete,
level” (1969, pp. 33–35). Males perceived their own CV as most serious, 2013; Schneider, O'Donnell, Stueve, & Coulter, 2012; Selkie, Kota,
and our findings might be explained by the fact that the majority of Chan, & Moreno, 2015), anxiety (Chu et al., 2018), suicidal intention
virtual bullies and victims identified in the present study were males; (Hinduja & Patchin, 2010; Schneider et al., 2012), substance abuse
therefore, they had a more empathetic response toward their own (Gámez-Guadix et al., 2013; Selkie et al., 2015; Wright, 2016), and
victimization than toward others' victimization. legal issues.
Finally, consistent with previous TB studies, our study identified an Based on the above analysis of the CBOGS in relation to respondents'
initial increase in bullying and victimization when pupils transitioned own bully/victim experiences and the perception of the corresponding
from primary to secondary school (Griffin & Gross, 2004; Pellegrini & seriousness of CB or CV instances for the bully/victim, the study in-
Long, 2002; Pepler et al., 2006; Salmivalli, 2002). The reasons for this dicated that participants' responses on the CBOGS were somewhat con-
increase might be that as students grow older, they engage more in sistent with known facts. However, an astounding finding of this study
online gaming, which increases their exposure to the circumstances in was that students tended to consider bullying instances from both bullies'
which CB or CV occurs. Ybarra and Mitchell's study (2004) showed that and victims' perspectives to be minor and not serious misbehavior. As
both online aggressors and targets are intense Internet users. Moreover, indicated by the paired t-test, some significant differences existed in the
some studies have found evidence of a correlation between frequent reported perceived seriousness of bully and victim comparison. Besides,
Internet use and perpetrating or witnessing CB/CV (e.g., Balakrishnan, the reported perception of the seriousness of bullying/victimization ex-
2015; Park, Na, & Kim, 2014). Future studies might further validate periences was relatively low for both bullies and victims. This phenom-
these speculations. Paradoxically, CB and CV behaviors also frequently enon is worthy of attention. Students' underestimation of the seriousness
occurred in this educational stage. This result implies that there was a of bullying may reflect their belief that bullying is acceptable or toler-
gap between moral judgment and actual actions, which highlights the able, which might be linked with a tendency not to intervene, thus
importance of proper guidance from adults. This must not be over- leading to the encouragement of rampant bullying acts. Another ex-
looked. planation is that students do not fully understand the concept of CB/CV
behaviors and underestimate their gravity. Cheng, Chen, Ho, and Cheng
6. Conclusion (2011) investigated 591 Taiwanese educators' and 967 students' per-
ceptions of bullying and found inconsistent notions of bullying. However,
Our findings showed that bullying in online gaming environments the above hypotheses regarding acceptable/tolerable beliefs or mis-
indeed exists among Taiwanese students, implying the importance and understanding of CB/CV require further substantiation.
urgency of developing a proper strategy to address this problem. For Regarding the impact of grade levels on CB, our findings showed
practical guidance, as we mentioned previously, to foster students' that senior high students had more experience with bullying behaviors.
Internet literacy, ethics and safety are required. To give clear definition It is inferred that senior high students possess higher levels of in-
and scope of CB should be a good way to prevent these misbehaviors. formation literacy and more frequently play online games, which in
Furthermore, empirical evidence has indicated that peer affiliation is a turn increases their exposure to the circumstances in which online
determinant for bullying behavior. Hence, teachers can encourage at- bullying occurs. As a result, senior high students report more experi-
risk students to develop relationships with students who possess nega- ences with CB and CV than those in other educational stages.
tive perceptions or moral judgment toward CB. Furthermore, fierce Regarding the impact of gender, our study found that CB rates were
competition between players in an online gaming context may sow the higher among boys than among girls, which is consistent with previous
seeds of CB. Therefore, cultivating students with good sportsmanship studies conducted in the context of online gaming and other electronic
would be helpful to decrease the conflict caused by competition and media; the same pattern was true for adolescents who were cyberbul-
further prevent the CB event. Notably, students may be reluctant to tell lied. Compared with the girls, the boys reported more frequently en-
adults about their CV due to two concerns: that their time online would gaging in bullying behaviors and being cyberbullied in all eight forms of
be limited and that adults would not be able to help them (Coburn, the CBOGS. Since a child's gender and emotion-focused coping are risk
Connolly, & Roesch, 2015; Willard, 2007). In view of its impact on factors for the development of bullying behaviors, whereas age, pro-
disclosure rates, effective solutions must be considered; if adolescents blem-focused coping, and both family and school environment are
do not inform others about their victimization, even the most appro- important protective factors (Khamis, 2015), adults should give chil-
priate solution will not be effective (Coburn et al., 2015). dren proper care, assist them with developing the right strategies to
It is noteworthy that the frequency of self-reported CV experiences deal with their negative emotions and endeavor to establish an en-
(having one to three CV experiences, 1.1 to 14.1%; having CV experi- vironment full of amicability and safety. Notably, these findings do not
ences more than four times, 3.4 to 11.9%) was higher than the fre- support the stereotypical patterns of bullying that suggest that boys are
quency of CB involvement (having one to three CB experiences, 1.6 to more likely to use physical and direct aggression, while girls bully more
11.6%; having a CB experience more than four times, 3.2 to 8.7%), often with relational or indirect aggression (Faris & Felmlee, 2011;
which corresponds with the self-reports of more CV than CB for each Keith & Martin, 2005; Nabuzoka, 2003). Further research is required to
type of bullying behavior. In our study, self-reports revealed that CV determine whether male online gamers use bullying as a dominance
was approximately 1–1.5 times more frequent than CB. These results strategy or that males are more willing to report their bullying beha-
could be interpreted in light of the possibility that students were not viors than females.
honest in reporting CB behavior, as predicted by the theory of social Regarding the limitations, first, all alpha values for the constructed
desirability bias. Moreover, a difference between CV and CB scores was subscales of CBOGS exceed 0.90, and this may be a methodological

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Chu, X. W., Fan, C. Y., Liu, Q. Q., & Zhou, Z. K. (2018). Cyberbullying victimization and
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& De Bourdeaudhuij, L. (2014). Determinants of self-reported bystander behavior in
experiences and found that students' attitudes reflected an insufficient cyberbullying incidents amongst adolescents. Cyberpsychology, Behavior and Social
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and frequent and risky usage of internet-mediated communication tools. New Media &
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administrators in Taiwan identify potentially useful intervention pro- Longitudinal associations between cyberbullying involvement and adolescent mental
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Medicine, 59(5), 502–509.
them to take appropriate actions. Future research should attempt to Faris, R., & Felmlee, D. (2011). Status struggles network centrality and gender segregation
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Fryling, M., Cotler, J., Rivituso, J., Mathews, L., & Pratico, S. (2015). Cyberbullying or
supporting CB or the bystander effect (Brody & Vangelisti, 2016; normal game play? Impact of age, gender, and experience on cyberbullying in multi-
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Acknowledgments social networking sites: Conceptualization, prevalence, and perceived bystander re-
sponsibility. Computers in Human Behavior, 55, 1097–1105. https://doi.org/10.1016/
This research was financially supported by the Intelligent Electronic j.chb.2015.11.019.
Gámez-Guadix, M., Orue, I., Smith, P. K., & Calvete, E. (2013). Longitudinal and re-
Commerce Research Center from The Featured Areas Research Center
ciprocal relations of cyberbullying with depression, substance use, and problematic
Program within the framework of the Higher Education Sprout Project internet use among adolescents. Journal of Adolescent Health, 53(4), 446–452. https://
by the Ministry of Education in Taiwan. doi.org/10.1016/j.jadohealth.2013.03.030.
Griffin, R. S., & Gross, A. M. (2004). Childhood bullying: Current empirical findings and
future directions for research. Aggression and Violent Behavior, 9(4), 379–400. https://
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