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O presente estudo investiga o fenómeno do grooming digital em videojogos online, enfocando as estratégias utilizadas por agressores e a perceção de risco por crianças e adolescentes. O grooming digital é definido como um processo estratégico de manipulação psicológica, no qual um adulto estabelece uma relação de confiança com a vítima, explorando a sua vulnerabilidade emocional e social, muitas vezes através de identidades falsas. Os videojogos online constituem contextos de risco específicos, dado que promovem interações colaborativas com desconhecidos e permitem o isolamento dos jovens em ambientes digitais, potenciando a exploração silenciosa. A literatura indica que fatores como baixa supervisão parental, confiança excessiva nas próprias competências digitais e integração do risco na rotina de jogo aumentam a vulnerabilidade juvenil. As estratégias dos agressores incluem aproximação inicial em plataformas digitais, construção de vínculo emocional por meio de elogios, atenção exclusiva e oferta de recursos digitais, e manipulação através da imposição de segredo, criando dependência psicológica e dificultando a denúncia. A perceção do risco pelos jovens é frequentemente limitada devido à normalização de comportamentos de risco e à interpretação das interações como amizade ou mentoria legítima. Barreiras à denúncia incluem medo, vergonha, dependência dos benefícios recebidos e lealdade dividida, que prolongam a exposição à exploração. O estudo propõe, ainda, a análise da perceção de risco em função da idade e frequência de utilização de videojogos online, destacando a importância de programas educativos e políticas preventivas que aumentem a literacia digital e promovam estratégias de autoproteção.
This study investigates the phenomenon of digital grooming in online video games, focusing on the strategies used by offenders and the perception of risk among children and adolescents. Digital grooming is defined as a strategic process of psychological manipulation in which an adult establishes a relationship of trust with the victim by exploiting emotional and social vulnerabilities, often through false identities (cyber deception) and gamified interactions. Online video games constitute specific risk contexts, as they promote collaborative interactions with strangers and may isolate young users within digital environments, which makes exploitation easier. The literature indicates that factors such as low parental supervision, excessive confidence in one’s own digital skills, and the normalization of risk within gaming routines increase youth vulnerability. Offenders’ strategies include initial contact through digital platforms, emotional bonding through compliments, exclusive attention, and the provision of digital resources, as well as manipulation through secrecy, which creates psychological dependence and makes disclosure more difficult. Young people’s perception of risk is often limited due to the normalization of risky behaviors and the interpretation of interactions as legitimate friendship or mentorship. Barriers to disclosure include fear, shame, dependence on received benefits, and divided loyalty, which prolong exposure to exploitation. This study further proposes the analysis of risk perception according to age and frequency of online video game, use, highlighting the importance of educational programs and preventive policies aimed at enhancing digital literacy and promoting self-protection strategies.
This study investigates the phenomenon of digital grooming in online video games, focusing on the strategies used by offenders and the perception of risk among children and adolescents. Digital grooming is defined as a strategic process of psychological manipulation in which an adult establishes a relationship of trust with the victim by exploiting emotional and social vulnerabilities, often through false identities (cyber deception) and gamified interactions. Online video games constitute specific risk contexts, as they promote collaborative interactions with strangers and may isolate young users within digital environments, which makes exploitation easier. The literature indicates that factors such as low parental supervision, excessive confidence in one’s own digital skills, and the normalization of risk within gaming routines increase youth vulnerability. Offenders’ strategies include initial contact through digital platforms, emotional bonding through compliments, exclusive attention, and the provision of digital resources, as well as manipulation through secrecy, which creates psychological dependence and makes disclosure more difficult. Young people’s perception of risk is often limited due to the normalization of risky behaviors and the interpretation of interactions as legitimate friendship or mentorship. Barriers to disclosure include fear, shame, dependence on received benefits, and divided loyalty, which prolong exposure to exploitation. This study further proposes the analysis of risk perception according to age and frequency of online video game, use, highlighting the importance of educational programs and preventive policies aimed at enhancing digital literacy and promoting self-protection strategies.
Descrição
Projeto de Graduação apresentado à Universidade Fernando Pessoa como parte dos requisitos para obtenção do grau de Licenciada em Criminologia.
Palavras-chave
Grooming digital Videojogos online Perceção de risco Vitimização juvenil Digital grooming Online video games Risk perception Youth victimization
