Chapter 17 – Young People and the Internet

Developmental psychology examines the areas of cognitive, physical, and language development, alongside social and emotional development in young people. This chapter presents these developmental areas concerning a young person’s interaction with the Internet. Technology offers entertainment and communication while cognitively and educationally providing an outlet for critical thinking and creativity; however it also exposes young people to some risks. This chapter will focus on the risk of cyberbullying, while other risks are examined in Chapters 5, 10, and 11.

Chapter Summary

The Positive Role of Technology

  • The use of technology in the classroom is recognised as a fundamental learning tool which stimulates the language, cognitive, and social development of young children.
  • Socialising with their peers and developing their own identities within the online world increases during the adolescent years.
  • Communication of offline relationships and online relationships are strongly correlated, with adolescents interacting with people with whom they are familiar.
  • The Internet provides individuals with even more options for identity experimentation.
  • The increase in online communication for young people appears to encapsulate an appreciated image of oneself, which supports and is supported by one’s peers.

Gaming

  • Much experimentation occurs through game playing and affords opportunities for language and cognitive development.
  • This occurs when young people experiment with areas such as problem-solving, the formation of thought constructs, or providing cultural understanding.
  • A vital component of game playing is the element of fun. Gaming, whether video or computer-based, provides all the elements which constitute play.
  • Older children and adolescents may understand that violent video game play is simply a form of play.
  • They distinguish fantasy aggression and violence from real-world behaviour that includes intent to harm a real victim.
  • According to catharsis theory, playing violent video games could provide a safe outlet for aggressive and angry feelings.
  • Many games require social and emotional skills to play the game at the maximum level; these skills are also necessary to succeed in the workplace and adult life.

Cyberbullying

  • It is an aggressive, intentional act carried out by a group or individual, using electronic forms of contact, repeatedly and over time against a victim who cannot easily defend him- or herself.
  • Does not occur face to face and it presents an imbalance of power between the cyberbully and the cybervictim.
  • Disinhibition exists where people behave differently online from the way they do in the real world; this is facilitated by online anonymity.
  • Cyberbullying behaviours include flaming, denigration, outing and trickery, masquerading/fraping/impersonation, cyberstalking, sexting, and happyslapping.

Psychological Effects on the Cybervictim and Tackling Cyberbullying

  • Cybervictims report anger, anxiety, and feeling sad, as well as difficulty concentrating in school, affecting both their learning ability and their consequential success at school.
  • Victims of cyberbullying have increased school truancy and feelings that school is no longer a safe place.
  • Psycho-social consequence of cybervictimisation is the negative effect that cyberbullying can have on a young person’s mental health.
  • Anti-bullying programs vary across the world, with many educating young people about the role of being a bystander, and developing a positive school climate, while encouraging parents to speak with their children regularly about online safety.
  • Parents and teachers need to guide them from a very early age, with regard to acceptable online behaviour and also of the dangers that exist.

Chapter 17 – Quiz