A Deadly Game User Experience: TheCase of #BlueWhaleChallenge

Lately, the Blue Whale Challenge, which is also known as the Blue Whale Game, received public attention via the countless news about teenagers all around the world harming themselves as they engage with the so-called game (Balhara et al., Asia Pac Psychiatry, 10(3), 2018; Sousa et al., Int J Soc Psy...

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Main Authors: Ozturkcan, Selcen, Ozdinc, Mesut
Other Authors: Bostan, Barbaros
Format: Book Part
Language:English
Published: Springer, Cham 2020
Subjects:
Online Access:https://research.abo.fi/en/publications/358ecd5d-bbd5-461e-b567-9b35709627a4
https://doi.org/10.1007/978-3-030-37643-7_18
http://link.springer.com/10.1007/978-3-030-37643-7_18
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spelling ftaboakademicris:oai:pure.atira.dk:publications/358ecd5d-bbd5-461e-b567-9b35709627a4 2023-05-15T15:45:04+02:00 A Deadly Game User Experience: TheCase of #BlueWhaleChallenge Ozturkcan, Selcen Ozdinc, Mesut Bostan, Barbaros 2020-04-07 https://research.abo.fi/en/publications/358ecd5d-bbd5-461e-b567-9b35709627a4 https://doi.org/10.1007/978-3-030-37643-7_18 http://link.springer.com/10.1007/978-3-030-37643-7_18 eng eng Springer, Cham info:eu-repo/semantics/restrictedAccess Ozturkcan , S & Ozdinc , M 2020 , A Deadly Game User Experience: TheCase of #BlueWhaleChallenge . in B Bostan (ed.) , Game User Experience And Player-Centered Design . , Chapter 18 , Game User Experience And Player-Centered Design , Springer, Cham , pp. 395-407 . https://doi.org/10.1007/978-3-030-37643-7_18 bookPart 2020 ftaboakademicris https://doi.org/10.1007/978-3-030-37643-7_18 2021-12-26T15:20:38Z Lately, the Blue Whale Challenge, which is also known as the Blue Whale Game, received public attention via the countless news about teenagers all around the world harming themselves as they engage with the so-called game (Balhara et al., Asia Pac Psychiatry, 10(3), 2018; Sousa et al., Int J Soc Psychiatry, 63(8), 796–797, 2017). Though referred to as a game, it involves a series of self-harming tasks (Narayan etal., Indian J Psychiatry, 61(1), 2019), which spread via social media for completion in 50 days.The final task reported as to commit suicide (Khattar et al., White or Blue, the Whale gets its Vengeance: A Social Media Analysis of the Blue Whale Challenge, 2018). The victims of the Blue Whale Challenge, being mostly teenagers and young adults, the significant concern rising from the families calls for the topic to treated as that of a severe public health issue (Kumar et al., Psychobiological determinants of ‘Blue Whale Suicide Challenge’ victimization: A proposition for the agency mediated mental health risk in new media age, 2017). To this date, the blue whale challenge is perhaps the only game that demands its user to end his/her life for completing the game (Mukhra et al., Sci Eng Ethics, 25(1), 285–291, 2019). This chapter aims to explore the collection of news that involved the often-deadly game user experiences. Contributions are in several folds starting from the game user experience field to the gamer psychology as well as public health policy development and text analysis of broadcasted news surrounding a critical public concern. Book Part Blue whale Åbo Akademi University Research Portal Indian 395 407
institution Open Polar
collection Åbo Akademi University Research Portal
op_collection_id ftaboakademicris
language English
description Lately, the Blue Whale Challenge, which is also known as the Blue Whale Game, received public attention via the countless news about teenagers all around the world harming themselves as they engage with the so-called game (Balhara et al., Asia Pac Psychiatry, 10(3), 2018; Sousa et al., Int J Soc Psychiatry, 63(8), 796–797, 2017). Though referred to as a game, it involves a series of self-harming tasks (Narayan etal., Indian J Psychiatry, 61(1), 2019), which spread via social media for completion in 50 days.The final task reported as to commit suicide (Khattar et al., White or Blue, the Whale gets its Vengeance: A Social Media Analysis of the Blue Whale Challenge, 2018). The victims of the Blue Whale Challenge, being mostly teenagers and young adults, the significant concern rising from the families calls for the topic to treated as that of a severe public health issue (Kumar et al., Psychobiological determinants of ‘Blue Whale Suicide Challenge’ victimization: A proposition for the agency mediated mental health risk in new media age, 2017). To this date, the blue whale challenge is perhaps the only game that demands its user to end his/her life for completing the game (Mukhra et al., Sci Eng Ethics, 25(1), 285–291, 2019). This chapter aims to explore the collection of news that involved the often-deadly game user experiences. Contributions are in several folds starting from the game user experience field to the gamer psychology as well as public health policy development and text analysis of broadcasted news surrounding a critical public concern.
author2 Bostan, Barbaros
format Book Part
author Ozturkcan, Selcen
Ozdinc, Mesut
spellingShingle Ozturkcan, Selcen
Ozdinc, Mesut
A Deadly Game User Experience: TheCase of #BlueWhaleChallenge
author_facet Ozturkcan, Selcen
Ozdinc, Mesut
author_sort Ozturkcan, Selcen
title A Deadly Game User Experience: TheCase of #BlueWhaleChallenge
title_short A Deadly Game User Experience: TheCase of #BlueWhaleChallenge
title_full A Deadly Game User Experience: TheCase of #BlueWhaleChallenge
title_fullStr A Deadly Game User Experience: TheCase of #BlueWhaleChallenge
title_full_unstemmed A Deadly Game User Experience: TheCase of #BlueWhaleChallenge
title_sort deadly game user experience: thecase of #bluewhalechallenge
publisher Springer, Cham
publishDate 2020
url https://research.abo.fi/en/publications/358ecd5d-bbd5-461e-b567-9b35709627a4
https://doi.org/10.1007/978-3-030-37643-7_18
http://link.springer.com/10.1007/978-3-030-37643-7_18
geographic Indian
geographic_facet Indian
genre Blue whale
genre_facet Blue whale
op_source Ozturkcan , S & Ozdinc , M 2020 , A Deadly Game User Experience: TheCase of #BlueWhaleChallenge . in B Bostan (ed.) , Game User Experience And Player-Centered Design . , Chapter 18 , Game User Experience And Player-Centered Design , Springer, Cham , pp. 395-407 . https://doi.org/10.1007/978-3-030-37643-7_18
op_rights info:eu-repo/semantics/restrictedAccess
op_doi https://doi.org/10.1007/978-3-030-37643-7_18
container_start_page 395
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