Researchers traced the path of one suicide game, the "blue whale
challenge," as awareness of it spread across social media and
mainstream news outlets from 2013 to 2017. By the time the first
U.S. news article about this suicide game appeared, the game had
been circulating in English language social media posts for four
months and in other languages for nine months, the study found.
Nobody knows for sure whether this particular suicide game really
existed or caused teens to harm themselves, or if it was an
elaborate hoax. But as reports of these suicide games continue to go
viral - including the latest one known as the "Momo challenge" -
researchers say that it's crucial for parents to know what their
children and teens are exposed to in their digital lives.
"It is important for parents to maintain open communication with
their children about what they are exposed to online," said lead
study author Dr. Steven Sumner of the National Center for Injury
Prevention and Control at the Centers for Disease Control and
Prevention (CDC) in Atlanta.
"Strong and supportive relationships, particularly between parents
and their children, help protect against suicide," Sumner said by
email.
For the current study, researchers collected 95,555 social media
posts and news articles about the blue whale challenge. Overall,
about 28 percent of these posts and articles were supporting or
promoting the game.
By the end of the 4.5-year study period, posts in support of the
game had spread to 127 countries worldwide.
In various forms, suicide games on social media may challenge
children and teens to do a series of tasks, sometimes starting with
less harmful suggestions then escalating until they ask kids to hurt
or kill themselves. They may deploy terrifying images, or use
threats; little about them has been verified and it's unclear
whether many children and teens have played.
Better understanding of how games like this work and spread on
social media and other parts of the internet might help parents and
doctors detect potential threats sooner, researchers conclude in the
Journal of Adolescent Health.
"The real challenge is identifying new games before they gain
steam," said John Ayers, a public health researcher at the
University of California, San Diego, who wasn't involved in the
study.
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"This is made harder when we have to distinguish between real events
and spoofs," Ayers said by email.
"I'd like to say we have a magic bullet that can find these games
and purge them from the web, but we don't and likely never will,"
Ayers added. "As a result, it falls on family and friends to be
diligent and look for suicidal cues in loved ones and whatever the
genesis of their behavior, get them help."
Viral content about suicide games may be new, but parents worrying
about kids doing stupid or dangerous things is not, noted Martin
Monto, a sociology researcher at the University of Portland in
Oregon who wasn't involved in the study.
"The tendency to perceive that there is a crisis among "kids these
days" is has been a recurrent theme for decades," Monto said by
email. "We even have records of psychologists from the 1920s
decrying the unprecedented levels of 'mental disturbance' among
young people."
Youth suicide rates have been rising in the U.S. in recent years,
but today's levels are similar to levels in the 1990s and not
unprecedented, Monto said.
Parents can still be proactive and speak to their children about
what to do if they come across suicide games online, said Kimberly
McManama O'Brien, a researcher at Boston Children's Hospital and
Harvard Medical School who wasn't involved in the study.
"The existence of these games offers a powerful opportunity for
parents to start talking to their child about suicide," O'Brien said
by email. "Although the blue whale challenge may not be real, the
phenomenon of suicide is real, and needs to be a part of regular
family conversation."
For help call: National Suicide Prevention Lifeline
(1-800-273-8255).
SOURCE: https://bit.ly/2H9br6D Journal of Adolescent Health, online
February 26, 2019.
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