The Revised Version of the Committing and Experiencing Cyber-Violence Scale and Its Relation to Psychosocial Functioning and Online Behavioral Problems

Author:

Šincek DanielaORCID

Abstract

Cyber-violence is the type of online risk behavior inclined to harm others. Development of new forms of cyber-violent behavior leads to the need to revise specific-item measures of cyber-violence periodically. The aim of this research was to explore the psychometric properties of the revised Committing and Experiencing Cyber-Violence Scale: its latent structure, reliability, and descriptive statistics of underlying dimensions, as well as the relation of some known correlates of cyber-violence, like indicators of psychosocial functioning and online behavioral problems, with cyber-violence. Online questionnaires (cyber-violence, depression, anxiety and stress, problematic Internet use, and problematic gaming) were filled out by 1725 adolescents from a convenient sample. Using exploratory factor analysis and hierarchical regression analysis, the questionnaire’s latent structure and contribution of relevant correlates for explaining cyber-violence variance was examined. Results: Exploratory factor analysis showed a five-factor solution with satisfactory reliability: shaming, information manipulation, hate speech, technology abuse, and information sharing. Participants commit and experience cyber-violence rarely, leading to a positive distribution of data in the factors. The Committing and Experiencing Cyber-violence subscales have a large positive correlation. Gender (male), grades, maternal education, depression, anxiety, stress, problematic Internet use, and problematic gaming are positive predictors of experiencing cyber-violence, whereas gender (male), grades, hours spent online on weekdays, depression, anxiety, stress, problematic Internet use, and problematic gaming are positive predictors of committing cyber-violence. Conclusions: Cyber-violence is connected with lower psychosocial functioning and more risky behavior online (problematic Internet use, problematic online gaming).

Publisher

MDPI AG

Subject

General Social Sciences

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