Research on the Phenomenon of "Female Cyber Violence" from the Digital Perspective -- Taking "Game" as an Example

Kaiqing Zheng

Abstract


In the evolution of the times, every major change has provided humanity with a new perspective to view the world, which has driven changes in structural political characteristics and ways of action. In the digital era, due to the rapid development and application of digital technologies such as Big data, artificial intelligence, new computing, blockchain and 5G communication, the ability to perceive and acquire human beings has further expanded and developed, and has generated risks with wide boundaries and clear connections. At the same time, it has also triggered a series of Social phenomenon and problems, including the increasingly acute "cyber violence against women", which has become a hot event, attracted the attention of various entities and departments throughout the country, and caused some panic and influence in the society. For example, this article takes "games" as an example to analyze the concept, theory, and causes of "online violence" against women, and proposes possible intervention strategies.


Keywords


Digital Technologies; Female Cyber Violence ; Games

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References


Howe, D. (2021). “Women in Gaming: A Study of Toxicity and its Impact.” Available from:

“Internet Violence Against Women and Girls.”(2022). UN Women. Available from:

“Cyber Violence Against Women.” (2023). The World Bank. Available from:

“The Problem of Online Abuse and Violence Against Women.” (2021). The Guardian. Available from:

“Female Role Models in Gaming: Overcoming Stereotypes and Addressing Online Violence. Available from:




DOI: https://doi.org/10.18686/esta.v10i5.524

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