| Literature DB >> 33946441 |
Jinyu Huang1,2, Zhaohao Zhong1,2, Haoyuan Zhang3, Liping Li1,2.
Abstract
Cyberbullying can have a terrible impact on the physical and mental health of those involved. In severe cases, some of those involved develop anxiety, depression, and suicidal tendencies. However, few studies focus on cyberbullying among Chinese college students. We aimed to understand the incidence of cyberbullying in social media and online games and its associated factors among college students in China. A cross-sectional STAR questionnaire survey was conducted for college students from the end of June to the beginning of July 2019. Selected via the method of cluster random sampling, students graded 1-5 (college) from two colleges in Shantou were invited to participate in the survey. Information was collected regarding respondents' socio-demographic information, cyberbullying in social media and online games, self-esteem, anxiety symptoms, Internet addiction, etc. A binary logistic regression model was employed to use all significant variables tested using χ² test or t-test for estimating the effect of potential factors on cyberbullying among college students. Participants were 20.43 ± 1.513 (X ± SD) years old, and the age range was 15 to 25 years old. 64.32% college students reported that they had suffered from cyberbullying, and 25.98% reported bullying others online during the semester. Gender, anxiety symptoms, Internet addiction, game time, and violent elements in games were associated with cyberbullying in social media and online games among college students in China. In conclusion, cyberbullying in social media and online games is prevalent among college students in China. The above data provided insights that targeted and effective measures should be taken to prevent college students from cyberbullying.Entities:
Keywords: associated factors; college students; cyberbullying; incidence
Year: 2021 PMID: 33946441 PMCID: PMC8125715 DOI: 10.3390/ijerph18094819
Source DB: PubMed Journal: Int J Environ Res Public Health ISSN: 1660-4601 Impact factor: 3.390
Univariate analysis of cyberbullying in social media among college students.
| Characteristics | ALL | Victim | Perpetrator | ||||
|---|---|---|---|---|---|---|---|
|
| |||||||
| Gender | 52.909 | <0.001 | 50.525 | <0.001 | |||
| Male | 393 (43.8) | 256 (65.14) | 118 (30.03) | ||||
| Female | 504 (56.2) | 205 (40.67) | 56 (11.11) | ||||
| Daily Online hours | 7.475 | 0.113 | 7.901 | 0.095 | |||
| 1–4 | 199 (22.1) | 86 (43.21) | 29 (14.57) | ||||
| 4–7 | 431 (48.1) | 236 (54.76) | 81 (18.79) | ||||
| 7–10 | 147 (16.4) | 77 (52.38) | 36 (24.48) | ||||
| 10–13 | 85 (9.4) | 43 (50.59) | 22 (25.88) | ||||
| >13 | 35 (3.8) | 19 (54.26) | 6 (17.14) | ||||
| College | 3.445 | 0.074 | 6.983 | 0.013 | |||
| Medical college | 746 (83.2) | 373 (50.00) | 133 (17.83) | ||||
| Others | 151 (16.8) | 88 (58.29) | 41 (27.15) | ||||
| Grade | 5.736 | 0.220 | 2.014 | 0.733 | |||
| 1 | 283 (31.5) | 154 (54.41) | 51 (18.02) | ||||
| 2 | 211 (23.5) | 95 (45.02) | 40 (18.96) | ||||
| 3 | 220 (24.5) | 111 (50.45) | 45 (20.45) | ||||
| 4 | 171 (19.1) | 95 (55.56) | 37 (21.64) | ||||
| 5 | 12 (1.3) | 6 (50.00) | 1 (8.33) | ||||
| Nationality | 0.032 | 0.859 | 0.136 | 0.712 | |||
| Han | 884 (98.6) | 454 (51.36) | 172 (19.46) | ||||
| Others | 13 (1.4) | 7 (53.85) | 2 (15.38) | ||||
| Only child family or not | 2.559 | 0.110 | 0.926 | 0.336 | |||
| Yes | 242 (27.0) | 135 (55.79) | 52 (21.49) | ||||
| No | 655 (73.0) | 326 (49.77) | 122 (18.63) | ||||
| Natives or not | 0.173 | 0.678 | 0.052 | 0.819 | |||
| Yes | 717 (79.9) | 366 (51.04) | 138 (19.25) | ||||
| No | 180 (20.1) | 95 (52.78) | 36 (20.00) | ||||
| Marital status of parents | 1.895 | 0.755 | 2.936 | 0.569 | |||
| Original married | 818 (91.2) | 416 (50.86) | 161 (19.68) | ||||
| Widowed | 21 (2.3) | 11 (52.38) | 4 (19.08) | ||||
| Divorced | 25 (2.8) | 16 (64.00) | 4 (16.00) | ||||
| Remarried | 28 (3.1) | 15 (53.57) | 3 (10.71) | ||||
| Others | 5 (0.6) | 3 (60.00) | 2 (40.00) | ||||
Univariate analysis of cyberbullying in social media and self-esteem, anxiety and Internet addiction among college students.
| Scale Score | Victim | Perpetrator | ||||||
|---|---|---|---|---|---|---|---|---|
| Yes | No |
| Yes | No |
| |||
| Self-esteem score | 30.13 ± 4.81 | 30.42 ± 4.59 | −0.0935 | 0.350 | 30.18 ± 5.16 | 30.30 ± 4.60 | −0.296 | 0.767 |
| Anxiety self-rating score | 42.04 ± 10.51 | 38.00 ± 7.53 | 6.647 | <0.001 | 43.74 ± 11.86 | 36.70 ± 8.48 | 4.764 | <0.001 |
| Internet addiction score | 44.29 ± 10.31 | 41.27 ± 10.01 | 4.442 | <0.001 | 45.56 ± 10.68 | 42.16 ± 10.07 | 3.949 | <0.001 |
Univariate analysis of cyberbullying in online games among college students.
| Characteristics | ALL | Victim | Perpetrator | ||||
|---|---|---|---|---|---|---|---|
|
| |||||||
| Gender | 33.658 | <0.001 | 56.603 | <0.001 | |||
| Male | 330 (55.0) | 230 (69.70) | 104 (31.52) | ||||
| Female | 270 (45.0) | 125 (46.30) | 18 (6.66) | ||||
| Game time | 37.996 | <0.001 | 45.184 | <0.001 | |||
| <7 h | 368 (61.3) | 182 (49.46) a | 45 (12.77) a | ||||
| 7–14 h | 153 (25.5) | 113 (73.86) b | 47 (30.71) b | ||||
| 14–21 h | 42 (7.0) | 30 (71.43) b | 12 (28.57) b | ||||
| >21 h | 37 (6.2) | 30 (81.08) b | 18 (48.64) b | ||||
| College | 2.156 | 0.170 | 0.127 | 0.721 | |||
| Medical college | 485 (80.8) | 280 (57.73) | 100 (20.62) | ||||
| Others | 115 (19.2) | 75 (65.22) | 22 (19.13) | ||||
| Grade | 3.804 | 0.433 | 2.230 | 0.694 | |||
| 1 | 195 (32.5) | 116 (59.49) | 36 (18.46) | ||||
| 2 | 129 (21.5) | 80 (62.02) | 26 (20.63) | ||||
| 3 | 153 (25.5) | 86 (56.21) | 37 (24.18) | ||||
| 4 | 115 (19.2) | 66 (57.39) | 22 (19.13) | ||||
| 5 | 8 (1.3) | 7 (87.50) | 1 (12.50) | ||||
| Nationality | 1.310 | 0.252 | 0.953 | 0.329 | |||
| Han | 591 (98.5) | 348 (58.88) | 119 (20.14) | ||||
| Others | 9 (1.5) | 7 (77.78) | 3 (33.33) | ||||
| Only child or not | 0.498 | 0.481 | 0.139 | 0.245 | |||
| Yes | 176 (29.3) | 108 (61.36) | 41 (23.29) | ||||
| No | 424 (70.7) | 247 (58.25) | 81 (19.10) | ||||
| Natives or not | 0.386 | 0.534 | 0.715 | 0.398 | |||
| Yes | 470 (78.3) | 277 (58.93) | 99 (21.06) | ||||
| No | 130 (21.7) | 80 (61.54) | 23 (17.69) | ||||
| Marital status of parents | 8.799 | 0.066 | 5.233 | 0.265 | |||
| Original married | 548 (91.3) | 334 (60.95) | 117 (21.35) | ||||
| Widowed | 13 (2.2) | 6 (46.15) | 2 (15.38) | ||||
| Divorced | 16 (2.7) | 6 (37.50) | 1 (6.25) | ||||
| Remarried | 19 (3.2) | 7 (36.84) | 1 (5.26) | ||||
| Others | 4 (0.7) | 2 (50.00) | 1 (25.00) | ||||
| Violent element in game or nor | 107.258 | <0.001 | 40.730 | <0.001 | |||
| Yes | 349 (58.2) | 268 (76.79) | 102 (29.23) | ||||
| No | 251 (41.8) | 87 (34.66) | 20 (7.97) | ||||
a, b: Different letter represents a statistically significant difference in rates between the two groups.
Univariate analysis of cyberbullying in online game and self-esteem, anxiety and Internet addiction among college students.
| Scale Score | Victim | Perpetrator | ||||||
|---|---|---|---|---|---|---|---|---|
| Yes | No |
| Yes | No |
| |||
| Self-esteem score | 30.37 ± 4.89 | 30.51 ± 4.57 | −0.347 | 0.729 | 30.52 ± 4.84 | 30.40 ± 4.74 | 0.259 | 0.796 |
| Anxiety self-rating score | 40.38 ± 9.72 | 39.34 ± 8.83 | 1.355 | 0.182 | 41.01 ± 10.51 | 39.69 ± 9.05 | 1.398 | 0.163 |
| Internet addiction score | 43.59 ± 10.55 | 41.92 ± 9.46 | 1.991 | 0.047 | 43.28 ± 12.04 | 42.81 ± 9.61 | 0.396 | 0.693 |
Multivariate logistic regression analysis on associated factors of cyberbullying among College Students.
| Characteristics |
| S. E |
| 95% | |
|---|---|---|---|---|---|
| The victim in social media | |||||
| Male (reference: female) | 1.161 | 0.148 | <0.001 | 3.192 | 2.389–4.264 |
| Anxiety self-rating score | 0.047 | 0.009 | <0.001 | 1.048 | 1.030–1.066 |
| Internet addiction score | 0.025 | 0.008 | 0.001 | 1.025 | 1.010–1.040 |
| The perpetrator in social media | |||||
| Male (reference: female) | 1.392 | 0.188 | <0.001 | 4.024 | 2.738–5.817 |
| Anxiety self-rating score | 0.043 | 0.010 | <0.001 | 1.048 | 1.030–1.066 |
| Internet addiction score | 0.029 | 0.010 | 0.003 | 1.029 | 1.010–1.049 |
| The victim in the online game | |||||
| Male (reference: female) | 0.761 | 0.204 | <0.001 | 2.141 | 1.437–3.192 |
| Violent element in game | 1.735 | 0.189 | <0.001 | 5.668 | 3.911–8.214 |
| Game time | 0.339 | 0.129 | 0.008 | 1.404 | 1.091–1.807 |
| Internet addiction score | 0.018 | 0.010 | 0.046 | 1.018 | 1.001–1.037 |
| The perpetrator in the online game | |||||
| Male (reference: female) | 1.542 | 0.285 | <0.001 | 4.676 | 2.673–8.179 |
| Violent element in game | 1.379 | 0.271 | <0.001 | 3.969 | 2.332–6.756 |
| Game time | 0.379 | 0.120 | 0.002 | 1.461 | 1.155–1.847 |