The fact that people are identified online with not much more than a screen name and in the case of video games, their character, it allows for people to commit the act, without the same repercussions that would come with bullying someone in person. Assumptions are made with simple indicators such as the selection of a character, as mentioned previously. Players often associate certain characters with specific genders because their behaviour or characteristics seem to reflect masculine or feminine attributes. This is directly related to what type of behaviour society considers masculine or feminine. As a result, these assumptions allow for certain players to become a target for harassment.
Bullying online can occur more effortlessly because bullies and victims of bullying are not able to see the size of the person, nor can they physically retaliate.
Another aspect of the digital culture is that there is little privacy and information can spread quicker, to a much broader audience. Lambert’s video explains bullying as an ongoing issue because of the irresponsibility of the system and their actions, or lack of, when it comes to these situations (2014). The lack of responsibility taken by the system such as law enforcers, school officials, teachers, or in the specific case of video games, video game teams/companies can be seen as a crucial reason as to why cyberbullying is so apparent and needs to be further regulated. Although, the lack of action for this specific subject is also partly to be blamed on society and its collective view on bullying. The real issue can stem from the fact that many people do not see bullying as a serious act of harm, or are oblivious to signs, or further social pressures that dismiss how serious of an act it is. Despite the fact that cyberspace leaves room for acts such as cyberbullying, there has been a progressive change in bringing awareness to the cause and effects of such.
The following video presents a progressive action towards the awareness and end to cyberbullying