2016 Cyberbullying Data

This study surveyed a nationally-representative sample of 5,700 middle and high school students between the ages of 12 and 17 in the United States. Data were collected between July and October of 2016. Click on thumbnail images to enlarge. Teen Technology Use. Cell phones and other mobile devices continue to…

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League of Legends and Cyberbullying

League of Legends (or League for short) is the most popular multiplayer online game in the world, and takes place in a 3-D battle arena setting involving role-playing and real-time strategy elements into its live environment. Players in League (also known as “summoners”) are matched up with others depending on…

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Summary of Our Cyberbullying Research (2004-2016)

At the Cyberbullying Research Center we have been collecting data from middle and high school students since 2002.  We have surveyed more than 15,000 students from middle and high schools from across the United States in twelve unique projects. The following two charts show the percent of respondents who have…

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New National Bullying and Cyberbullying Data

Here at the Cyberbullying Research Center, we use data to better understand what teens are thinking, doing, and experiencing at school and online. We promote evidence-based and research-inspired policies, procedures, and programming. And given the frequently-changing nature of technology use and misuse, we find it necessary to collect our own…

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