Taking Bullying To The Virtual Playground: Article Analysis

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Mackenzie Dean 28 May 2015 How Clash of Clans is Taking Bullying to the Virtual Playground In this article, the author is talking about the very popular iOS and Android game, Clash of Clans, which is easily accessible from the App Store. He talks about visiting his 10 year-old nephew and realizing that he was apart of this online world via the use of his mother’s cell phone. The author’s sister, Leanne Citrone, was aware of the gaming usage, but did not think much more about it. It was brought to her attention at her son’s school related function that there was a form of bullying taking place by her son through the gaming world. Leanne, still clueless as to what was going on, attempted to fix the problem. Soon thereafter, the…show more content…
Here, another form of mayhem occurred, and it became clear that this was a normal occurrence among 10 year-old boys. In relating this article to what I have learned in Microeconomics thus far, I came across many different topics that could relate to the outcome of the children’s behavior throughout the game, as well as what the future could look like for the creator of Clash of Clans. Clash of Clans is a game that gives the user the ability to become a clan leader, in which he or she builds a community and attacks others. The game also gives the clan leader the ability to exclude others from joining the clan, and this is where the bullying takes place. When the author’s sister found out that her son was a clan leader and had been excluding other kids at school, she was shocked. I entirely feel as if this situation relates to a few of the economic guideposts we have learned about. First off, incentives matter, in which whatever motivated her son to exclude this other boy, will cause a change in the behavior they have towards each other, causing this game to become more of a real life issue. Therefore, the boys may become enemies at school and this could lead to bigger problems down the road. Secondly,

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