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Margaret Marie (Feltmate) Boudreau
posted: Le Necrologue, digwiddi; funeral arrangements by Dennis Haverstock Funeral Homes; "Tuttie"
Mary Catherine (Cholock) Cosman
posted: SaltWire, Apr. 26, 2021; funeral arrangements by Green's Funeral Hom
Shirley Marie (Kirby) Luddington
posted: SaltWire, Jul. 6, 2021; funeral arrangements by G. W. Giffin Funeral Hom
Doris Agnes (Boutilier) Johnson
posted: SaltWire, Nov. 25, 2021; funeral arrangements by G. W. Giffin Funeral Home; "Nanny" or "Annie Dot"; formerly of Seabright, Halifax and Wilsons Cove, Guysboroug
Doris Benetta Gero
posted: Necro Canada; funeral arrangements by Dennis Haverstock Funeral Homes; formerly of Upper Big Tracadi
Donald Harold Pottie
posted: SaltWire, Sep. 23, 2021; funeral arrangements by Green's Funeral Hom
Emma Pearl (DeCoste) Pettipas
posted: SaltWire, May 19, 2021; funeral arrangements by C. L. Curry Funeral Services; formerly of Linwoo
Adolescent perceptions of griefing in online multiplayer video games, a qualitative exploration.
Internet technology has become deeply embedded in our society. While the pervasive integration of technology in our lives, the COVID-19 pandemic that is currently impacting our world has made this fact more apparent than ever before. This is true for Canadian youth who now find themselves requiring internet connectivity as part of their schooling, whether it is occurring in face-to-face or virtual contexts. In fact, young people going through the education system are at the forefront of this technology shift as their lives are increasingly connected to the internet. North American youth spend a significant amount of their time connecting with others in online social settings (Rideout, 2016). One of those connections is through online multiplayer video games. Despite the prevalence of these online games (Triberti et al., 2018), very little research has been conducted on negative interactions students are having in these environments (Scott & Porter-Armstrong, 2013). The concept of “griefing” in video games is a development seen in the last decade (Coyne et al., 2009; Foo, 2004) and an underexplored phenomenon in the academic literature; yet anecdotally some students are experiencing these behaviours on a frequent basis in these game worlds. Using a grounded theory approach described by Glaser and Strauss (1967), this study examined participants’ perceptions and knowledge of griefing in online gaming environments, participants’ response to and perceived impact of griefing experiences, as well as connections between video game-specific language use during face-to-face interactions. The research identified six themes that emerged from this study. The emergent categories were that participants perceive griefers as “bad actors”, and ones’ that skill level and time spent in the game are easy pressure points that result in being victimized by griefers. Participants responses to griefing were avoidance and internally feeling a sense of powerlessness. Participants perceived griefing impacting their lives by creating social drama with their peers and distracting them from schoolwork. The data generated during this study supports the claim that students are experiencing griefing behaviours and respond to them in similarly to other forms of cyberbullying behaviors. These findings provide educators insight into the perceptions of experiencing and engaging in griefing of their students, what types of behaviors they are encountering in online environments outside of school and the perceived impact it has on them both inside and outside of school settings
Briana Marie (Fougere) Mattie
posted: SaltWire, Sep. 14, 2021; funeral arrangements by C. L. Curry Funeral Service
James Joseph Patrick Hanifen
posted: SaltWire, Dec. 20, 2021; funeral arrangements by C. L. Curry Funeral Services; owner of Silver and Hanifen Ltd