The reviewed record of science sign in
Pith

arxiv: 2012.00530 · v1 · pith:UCC5QUDH · submitted 2020-12-01 · cs.CY · cs.HC

Online Suicide Games: A Form of Digital Self-harm or A Myth?

Reviewed by Pith T0 review T1 audit T2 compute T3 formal T4 kernel pith:UCC5QUDHrecord.jsonopen to challenge →

classification cs.CY cs.HC
keywords suicidechallengegamesonlinemediaauthoritiesculturedoki
0
0 comments X
read the original abstract

Online suicide games are claimed to involve a series of challenges, ending in suicide. A whole succession of these such as the Blue Whale Challenge, Momo, the Fire Fairy and Doki Doki have appeared in recent years. The challenge culture is a deeply rooted online phenomenon, whether the challenge is dangerous or not, while social media particularly motivates youngsters to take part because of their desire for attention. Although there is no evidence that the suicide games are real, authorities around the world have reacted by releasing warnings and creating information campaigns to warn youngsters and parents. We interviewed teachers, child protection experts and NGOs, conducted a systematic review of historical news reports from 2015-2019 and searched police and other authority websites to identify relevant warning releases. We then synthesized the existing knowledge on the suicide games phenomenon. A key finding of our work is that media, social media and warning releases by authorities are mainly just serving to spread the challenge culture and exaggerate fears regarding online risk.

This paper has not been read by Pith yet.

discussion (0)

Sign in with ORCID, Apple, or X to comment. Anyone can read and Pith papers without signing in.