Abstract

Social media and messengers have become an integral part of young people’s lives. A person often falls under the influence of social media. A shared post has a considerable impact on its creator’s personality and relationship with others. Also, it can become the source of risk (hype, bullying). Open and accessible Internet services make young people and children vulnerable to information crimes. In view of this, social media presents an important field for risk-based research in education. The most outstanding and atrocious example of what cybercriminals are capable of is the suicide game ‘Blue Whale’. The research objective is to analyze the operating principles and mechanisms for the dissemination of destructive communities on social media websites drawing on the example of the community ‘Blue Whale’, popular in Russia and Poland in 2014-2017. Destructive communities on social media websites and personal accounts were analyzed with regard to data security. Media publications related to the activities of the ‘Blue Whale’ community from 2014 to 2017 were also studied. A key component in the analysis is the study of public opinion and the response of the education system to the activities of the ‘Blue Whale’ community. In one respect, the topic of ‘Blue Whale’ was viewed as a taboo. For a long time, society and the education system did not see the game as a threat. Thus, it quickly spread globally and led to tragic consequences. At the same time, social media websites were positioned as a networking place void of risks. This resulted in easily accessible information and low personal data protection level.

Highlights

  • IntroductionOn the other hand, uncontrolled access to the internet and social networking sites sometimes can make people (especially young people and children) vulnerable to fake news and cyberbullying (Hinduja & Patchin, 2010)

  • Ten destructive communities on social media websites and personal accounts were analyzed with regard to data security

  • Social media present us with educational opportunities

Read more

Summary

Introduction

On the other hand, uncontrolled access to the internet and social networking sites sometimes can make people (especially young people and children) vulnerable to fake news and cyberbullying (Hinduja & Patchin, 2010). One of the cruel examples of cyberbullying could be an online game ‘Blue Whale’, known as Silent House, ff Days Before My..., Wake Me Up at 4:20 am. It is an arcade game based on the principle of a quest that lasts for 50 days, when a player has to complete all the tasks under the supervision of a gate-keeper. It is essential to fill an existing research gap and study the game algorithms in a timely manner in order to develop and implement necessary preventive measures

Methods
Results
Conclusion
Full Text
Published version (Free)

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call