Abstract This study examined cyberbullying and white knight perpetration and victimization in online videogame play among undergraduates. White knight behavior is when a bystander not directly involved in the gaming situation steps in to “help” or “rescue” a player who has not asked for help. This study focused on the demographic characteristics that predicted cyberbullying and white knight victimization and perpetration in popular online gaming genres. Participants included 358 undergraduate students ( M age = 19.1). Participants identified as female (57%), male (41%), and nonbinary (3%). Participants completed an online survey examining cyberbullying and white knight perpetration and victimization during a single session. Cyberbully victimization and perpetration were reported by 1/3 of participants who played Role Playing Games (RPGs) and First Person Shooter (FPS) games and was less common in simulation (SIM) and sports games. Males reported higher levels of cyberbully victimization and perpetration than non-males. Verbal bullying and griefing (intentionally disrupting game play) were the most common cyberbullying behaviors. White knight behavior was less common than other types of cyberbullying, but was reported by over 40% of RPG players. Non-males and queer (not cisgendered and/or heterosexual) players reported greater white knight victimization. Participants reported negative mental health outcomes that were correlated with cyberbullying and white knight victimization.
Mary E. Ballard (Wed,) studied this question.