Abstract
This study examined a sample of adolescent online game players and explored the relationships between their gender, preference for video games (VG), hostility, aggressive behavior, experiences of cyberbullying, and victimization. The path relationships among the variables were further validated with structure equation modeling. Among the respondents, 1,069 (86.77%) had played online games and these respondents were the subjects of this study. The analyses revealed a significant relationship among preference for VG, hostility, aggressive behavior, and cyberbullying among online gamers. Preferences for VG were indirectly associated with cyberbullying via aggressive behavior. Moreover, the tendency toward hostility was indirectly associated with cyberbullying via victimization. Being a victim of cyberbullying was directly associated with both cyberbullying and aggressive behavior and indirectly associated with cyberbullying via aggressive behaviors.
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