背景:我们的目的是研究数字媒体关于归因于游戏的自杀死亡报道的属性。我们还旨在评估这些媒体报道中的“游戏”和“赌博”活动之间的重叠。
方法:使用Google新闻在线平台检索了有关印度数字游戏自杀死亡主题的在线媒体报道。在tor浏览器中使用关键字“印度游戏自杀”或“印度游戏死亡”搜索新闻报道。
结果:在绝大多数(94.8%)新闻报道中,游戏被认为是自杀死亡的直接原因。根据世界卫生组织(WHO)提供的负责任的媒体报道自杀的准则,很大一部分报告未能以负责任的方式报告自杀死亡。新闻报道中提到的利益相关者的观点和意见包括父母,照顾者或朋友(17.5%),其他游戏玩家(3.1%),游戏业(8.3%),和精神卫生专业人员(5.2%)。大约24%的报道主张禁止“游戏”。
结论:根据我们的观察,我们建议在在线新闻中对自杀死亡进行负责任的报道。此外,在得出结论之前,应该进行更严格和系统的尝试,同时将这些死亡归因于游戏。最后,新闻报道应确保“游戏”和“赌博”之间的界限不会变得模糊。
BACKGROUND: We aimed to study the attributes of the digital media
reports on death due to suicide attributed to gaming. We also aimed to assess the overlap between the \'gaming\' and \'gambling\' activities in these media
reports.
METHODS: The online media
reports on the theme of deaths due to suicides attributed to digital gaming in India were retrieved using the Google News online platform. The news
reports were searched in the tor browser using the keywords \"gaming suicide India\" or \"gaming death India\".
RESULTS: Gaming was identified as the direct reason for death due to suicide in an overwhelming majority (94.8%) of news reports. A large proportion of the reports failed to report death due to suicide in a responsible manner following the guidelines for responsible media reporting of suicide given by the World Health Organization (WHO). Stakeholders\' views and opinions mentioned in the news reports included parents, caregivers or friends (17.5%), other gamers (3.1%), gaming industry (8.3%), and mental health professionals (5.2%). Around 24 per cent
reports advocated a ban on \'gaming\'.
CONCLUSIONS: Based on our observations we recommend responsible reporting on death due to suicide in the online news. Also, there should be a more rigorous and systematic attempt before reaching at the conclusion while attributing these deaths to gaming. Finally, the news reports should ensure that the boundaries between \'gaming\' and \'gambling\' do not get blurred.