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85 Education and Health Vol.32 No.3, 2014
O
ver the last couple of years there has been
increasing media coverage about trolling
among teenagers. The term ‘troll’ appears to
have originated from a method of fishing, where
an individual would fish by trailing a baited line
behind a boat. However, many Internet users
often use the description of being a ‘troll’ as a
mythological creature that hides under bridges,
waiting for an opportunity to pounce (Herring,
Job-Sluder, Scheckler and Barab, 2002). With the
latter definition, one can see the comparison
with the modern day world with hiding under
bridges being the online world waiting for an
opportunity that may warrant a troll to take
action. With the first definition, it is clear that
casting a baited line as a form of provoking
individuals into some form of emotional
response. This article briefly examines a
growing phenomenon – trolling by adolescents.
What exactly is trolling?
Arguably, trolling appears to be a variably
defined concept, with multiple definitions
existing. It appears to have been first reported
by Donath (1999) who argued that “trolling is a
game about identity deception” (p.45), and
suggests that a troll's personal opinion is often
avoided during the act. According to Herring,
Job-Sluder, Scheckler and Barab (2002), trolling
comprises “luring others into often pointless
and time-consuming discussions” (p.373).
Morrissey (2010) expanded this even further by
saying “trolling is an utterer producing an
intentionally false or incorrect utterance with
high order intention [the plan] to elicit from
recipient a particular response, generally
negative or violent” (p.77). Thus, it appears
trolling is an act of intentionally provoking
and/or antagonising users in an online
environment that creates an often desirable,
sometimes predictable, outcome for the troll.
Morrissey also states that trolling is a complex
intentional act, that some may consider an art.
On the other hand, others have included trolling
as a form of cyberbullying.
Research into trolling
To date, there has been relatively little
empirical research into online trolling,
Published studies have examined trolling in a
number of different cyberspaces including
online interaction in Wikipedia use (Shachaf and
Hara, 2010), online feminist discussion forums
(Herring et al., 2002), and online gaming worlds
(Thacker and Griffiths, 2012). Despite the dearth
of research, some key findings have emerged.
For instance, the study by Herring et al.,
identified three types of messages sent by trolls.
These were (i) messages from a sender who
appears outwardly sincere, (ii) messages
designed to attract predictable responses or
flames, and (iii) messages that waste a group’s
time by provoking futile argument. From these
findings, it is apparent that trolling often merges
with several other online behaviours. The
authors pointed out that a troll is an online user
that can be uncooperative, that seeks to confuse
and deceive, and can be a ‘flamer’ by using
insults.
Shachaf and Hara's study on trolling within
Wikipedia revealed that the main reasons for
trolling were boredom, attention seeking, and
revenge. Furthermore, it was reported that trolls
regarded Wikipedia as an entertainment venue,
and found pleasure from causing damage to it
and the people who used the site. The research
by Herring and colleagues argued that it is non-
mainstream environments that are especially
vulnerable to trolling (such as forums) as they
“provide a new arena for the enactment of
power inequities such as those motivated by
sexism, racism, and heterosexism” (p.371). Due
to this, one could suggest that trolling is a
Dr Mark D. Griffiths is Professor of Gambling Studies and Director of the International Gaming Research Unit, Nottingham Trent
University.
For communication, please email: mark.griffiths@ntu.ac.uk
Mark D. Griffiths
Adolescent trolling in online environments: A brief overview
86 Education and Health Vol.32 No.3, 2014
behaviour that is facilitated and possibly
exacerbated by the anonymity of the Internet.
Why do people troll?
Many authors have argued that relative
anonymity facilitates disinhibition, resulting in
flaming and harassment. This online
disinhibition effect is well established in the
psychological literature (e.g., Suler, 2004).
Furthermore, Widyanto and Griffiths (2011)
noted the Internet “might lead to disinhibition,
whereby individuals feel more confident as they
are protected by their anonymity” (p.15).
Therefore, Internet users have an opportunity to
present themselves differently online. From this,
the opportunity for trolling is undeniably present
as Widyanto and Griffiths make clear: “the
Internet provides anonymity, which removes the
threat of confrontation, rejection and other
consequences of behaviour” (p.15). This allows
individuals to behave online in ways that they
would not normally do in the offline world.
Research suggests that anonymity, which is
naturally characterised by the Internet, may
affect a person's self-esteem. Self-esteem has
been consistently associated as an important
determinant of adolescent mental health (Mann,
Hosman, Schaalma and de Vries, 2004; Wang
and Veugelers, 2008), with lower self-esteem
being linked to depression and increased levels
of anxiety (Mann et al, 2004; Bosacki, Dane and
Marini, 2007). Therefore, it has been claimed
that high self-esteem is psychologically healthy.
However, online interactions allow an
individual to represent a different self, leading
to increased feelings of self-worth and therefore
being more psychologically healthy (Taylor,
Lerner, Sherman, Sage and McDowell, 2003).
There is quite a lot of research into self-esteem
and more general Internet use. For instance,
research indicates that individuals with low self-
esteem prefer to communicate with others
through the Internet, such as emails, rather than
face-to-face (Joinson, 2004). It has also been
found that general Internet use increases self-
esteem, and some research has indicated that
video game use decreases self-esteem (Jackson,
Zhao, Witt, Fitzgerald, Von Eye and Harold,
2009). This suggests that the Internet can be
used as a form of social interaction that
positively affects self-esteem for those with
considerably low self-esteem. However, given
the evolution of online gaming in recent years,
the effect of self-esteem while playing online
video games where social interaction (including
trolling) can occur is relatively unknown.
Trolling in online gaming
Until recently, trolling had never been studied
in an online video game context and there is still
little empirically known about it in the most
general sense of the term. Trolling often merges
other online behaviours such as flaming.
(Adrian, 2010) offers limited, albeit useful,
insight into how an individual may troll during
online gaming. Adrian names those who enact
such behaviour as “griefers”, a term used on
those who try to ruin a gaming experience, often
by team-killing or obstructing objectives. It
could be that griefing is one such behaviour
used during trolling in the context of an online
video game. Furthermore, given the evolution of
online gaming, it is possible that the behaviour
of trolling has evolved to fit into the context in
which the trolling is being used in (e.g., online
forums, Wikipedia, video games), and therefore,
contains many other online behaviours that are
used to disrupt others’ gaming enjoyment.
Given the little psychological research that
had been conducted beyond the fact that it
exists, we carried out a study (Thacker and
Griffiths, 2012) to examine the (i) frequency of
trolling, (ii) type and reasons for trolling and
(iii) the effects trolling may have on self-esteem.
Using an online survey, a self-selected sample of
125 gamers participated in our study. Results
showed that trolls tended to play longer gaming
sessions. Frequent trolls were significantly
younger and male. Types of trolling included (i)
griefing, (ii) sexism/racism, and (iii) faking and
intentionally misleading people. Reasons for
trolling included amusement, boredom, and
revenge. Witnessing trolling was positively
associated with self-esteem, whereas
experiencing trolling was negatively associated.
Experience of trolling was positively correlated
with frequency of trolling. Although the study
used a self-selecting sample, the results appear to
provide a tentative benchmark into video game
trolling and its potential effects on self-esteem.
The study had many limitations that need to
be taken into account. Firstly, due to the nature
87 Education and Health Vol.32 No.3, 2014
of questionnaire design and it being self-report,
it may have been open to social desirability
effects (i.e., participants may have answered
differently to represent a different self) and any
of the other known problems with self-report
methods (e.g., unreliable memory and recall
biases, etc.). Another major limitation was that
the sample was self-selecting and modest in
size. This raises questions into its relative
generalizability. Despite these limitations, the
study appears to provide several key findings
that now provide a preliminary benchmark into
video game trolling where there was no
previous research. Moreover, it expands the
neglected research into online trolling and offers
areas and directions for future research.
The need for education
and awareness about trolling
Last year I gave my backing to the ‘Lolz Not
Trolls’ campaign following a survey of 2,000
young people aged 14-18 years of age carried
out by vInspired (Rice, 2013). The survey found
that (i) a third of those questioned had been
trolled online in the last six months, (ii) just over
a quarter faced regular attacks, and (iii) one in
ten admitted to being trolls themselves. Trolling
can have a devastating effect on those who are
targeted. Around a third of youngsters surveyed
lost confidence and were shattered by trolling
attacks. More worryingly, almost a half of the
surveyed teenagers said they kept the attacks
secret because they felt they didn’t have anyone
they could tell.
The survey also looked at the reasons why
people trolled. Nearly a quarter trolled because
they found it funny, something that I have also
found in my own research on trolling (i.e.,
Thacker and Griffiths, 2012). Furthermore,
around one-third trolled because their friends
troll too. Some of the more interesting results
indicated that one in six claimed they didn’t
think their abusive messages would hurt the
person they sent the message to, and a half of
the teenagers thought it was OK to say things
online that they wouldn’t say to someone’s face.
The survey’s findings also revealed that a
quarter of the teenagers wanted to learn more
about how to use social media correctly.
Therefore, to help educate young people to
become more aware of the most appropriate
online ‘netiquette’, I worked together with
vInspired, to develop a guide featuring ‘dos and
don’ts’ when using social media. Underpinning
the ‘Lolz Not Trolls’ campaign was a simple and
easy to remember three-point checklist with the
acronym ‘LOL’ for teenagers to think about
when they are using online and social media: (i)
Look at what I write before I post – recognise
how it might make someone feel, (ii) Own what
I write – take responsibility for what I say, and
(iii) Live online the way I live offline – treat
others how I would want to be treated. Trolling
is an online phenomenon that people may
witness without necessarily knowing what it is.
Clearly more representative research is needed
as adolescents may be a vulnerable group in
being both the victims and perpetrators of such
behaviour.
References
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Bosacki, S., Dane, A., & Marini, Z. (2007). Peer relationships
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Donath, J. S. (1999). Identity and deception in the virtual
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in cyberspace (pp. 29–59). London: Routledge.
Herring, S., Job-Sluder, K., Scheckler, R. & Barab, S. (2002).
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