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Esports Business and Cyberbullying: Risks and Precautions
Abstract
Esports are the form of organized, multiplayer video game competitions and an area that develops and attracts attention day by day. However, cyberbullying, briefly defined as a user deliberately and repeatedly doing acts of threat, humiliation, and fooling into another user in cyber environments, is seen as a danger for players and esports. This study is expected to contribute to the literature by dealing with the concepts of esports and cyberbullying and to shed light on both academicians and practitioners about cyberbullying behaviors, types, potential risks, and precautions in esports business. Esports can make a significant contribution to promoting digital citizenship skills, as it contributes to the development of community awareness of cyberbullying that is necessary not only for the players but also for the whole society and esports business.
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