Originally published 3 April, 2019
Online Harm or Harm online can be difficult to define accurately in a quantitative frame
Harm online can be seen to be behaviours that are carried out with varying ‘modus operandi’s’ such as intentional versus unintentional, delayed versus immediate and direct and indirect. They can be multi-modal, multi-platform and multi-interval. The harm may be carried out by other children, adults or machine learning ‘bots’
Harm can also include secondary events such as engaging with posts that result in an impact on a third party
The areas of online harm spans phones, smartphones, gaming consoles, social media accounts, email and any other medium of contact.
Online Harms can result in Cybertrauma.
What is Cybertrauma?(Knibbs, 2016-2021)
Any trauma that is a result of self- or, other-directed interaction with, mediated through, or from any electronic internet/cyberspace ready device or machine learning algorithm, that results in impact now or the future.
This event/interaction can be multi-modal, multi-platform and multi-interval, delayed or immediate, legal or not, singular or plural, and may include images, sound, and text and may or may not be vitriolic in nature.
Events may include covert and overt typology and may be virtual and corporeal and/or at the same time.