The main aim of this study is to develop a cyberbullying behavior model for online games by identifying appropriate dimensions of behavior change theories and cybersecurity strategies. The popularity of online games has grown thanks to advancements in technology, but it has also led to a rise in cyberbullying. Cyberbullying involves repeated electronic harassment that can cause mental health issues for the victim. Previous studies have focused on behavior change theories to prevent cyberbullying, but have overlooked the role of law enforcement. The method employed involved conducting an extensive literature review and comparative analysis to elicit and identify the key constructs and items for the study then followed by a pilot study to test the feasibility and adequacy of the instrument. The pilot study was conducted with 80 respondents to test its validity and reliability. The pilot study’s results are also described in the paper, which demonstrates the reliability, validity, and practicality of the constructs for measuring the proposed model. The results showed that the instruments are valid, reliable, and useful for measuring cyberbullying in digital games.

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Instruments for Measuring the Cyberbullying Behavioral Toward Online Games by Integrating Cybersecurity Strategies

  • Muhammad Fakhru Rizuan Che Omar,
  • Nizam Mohd. Nizam Saad,
  • Noor Aziah Abdullah,
  • Nurulhuda Ibrahim

摘要

The main aim of this study is to develop a cyberbullying behavior model for online games by identifying appropriate dimensions of behavior change theories and cybersecurity strategies. The popularity of online games has grown thanks to advancements in technology, but it has also led to a rise in cyberbullying. Cyberbullying involves repeated electronic harassment that can cause mental health issues for the victim. Previous studies have focused on behavior change theories to prevent cyberbullying, but have overlooked the role of law enforcement. The method employed involved conducting an extensive literature review and comparative analysis to elicit and identify the key constructs and items for the study then followed by a pilot study to test the feasibility and adequacy of the instrument. The pilot study was conducted with 80 respondents to test its validity and reliability. The pilot study’s results are also described in the paper, which demonstrates the reliability, validity, and practicality of the constructs for measuring the proposed model. The results showed that the instruments are valid, reliable, and useful for measuring cyberbullying in digital games.