Pith. sign in

REVIEW

Not yet reviewed by Pith; the record is open.

This paper has not been read by Pith yet. Machine review is queued; the pith claim, tier, and objections will appear here once it completes.

SPECIMEN: schema-true, not a live event

T0 review · schema-true

One-sentence machine reading of the paper's core claim.

pith:XXXXXXXX · record.json · timestamp

arxiv 2012.00530 v1 pith:UCC5QUDH submitted 2020-12-01 cs.CY cs.HC

Online Suicide Games: A Form of Digital Self-harm or A Myth?

classification cs.CY cs.HC
keywords suicidechallengegamesonlinemediaauthoritiesculturedoki
verification ladder T0 review T1 audit T2 compute T3 formal T4 reserved
0 comments
read the original abstract

Online suicide games are claimed to involve a series of challenges, ending in suicide. A whole succession of these such as the Blue Whale Challenge, Momo, the Fire Fairy and Doki Doki have appeared in recent years. The challenge culture is a deeply rooted online phenomenon, whether the challenge is dangerous or not, while social media particularly motivates youngsters to take part because of their desire for attention. Although there is no evidence that the suicide games are real, authorities around the world have reacted by releasing warnings and creating information campaigns to warn youngsters and parents. We interviewed teachers, child protection experts and NGOs, conducted a systematic review of historical news reports from 2015-2019 and searched police and other authority websites to identify relevant warning releases. We then synthesized the existing knowledge on the suicide games phenomenon. A key finding of our work is that media, social media and warning releases by authorities are mainly just serving to spread the challenge culture and exaggerate fears regarding online risk.

discussion (0)

Sign in with ORCID, Apple, or X to comment. Anyone can read and Pith papers without signing in.