BLUE WHALE; A DANGEROUS CYBER SUICIDAL MOBILE GAME BY TEENAGERS: A TREMBLING CASE STUDY BY 50 TASKS IN 50 DAYS!

The objective of the present paper is to focus on new suicidal trend which is prevalentamong adolescents when they are involved in a game i.e., blue whale game challenge.The paper would highlight the role of stress in directing adolescents towards this fatalchallenge. Further authors would discuss the role of teachers and parents in savingadolescents from this challenge. The internet is an uncontrolled and uncensored entity so itmakes hard to control all activities that young adults may indulge in. It is like a newaddiction as everyone seems so busy and lost in this virtual world. Developers of suchdangerous games are well aware of the vulnerabilities of the adolescents and know thatthey succumb to peer pressure easily. They are also well aware of the fact that teenagersnowadays are finding themselves unhappy, directionless, confused and lacking goals. Withthe growing trend of dangerous “killfie” and “blue whale challenge” it becomes important tospread awareness of the inherent hazards associated with them and adolescentsconsidered themselves as of no use so they show physical as well as mental readiness torisk their lives simply for the sake of recognition and to prove their guts on a virtual forum.Data was collected from adolescents through interview, newspapers and internet etc. Findings of the study are discussed and suggestions for students, teachers and parentsare given.

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Publication Details

Journal
Zenodo (CERN European Organization for Nuclear Research)
Published
2025-10-03
DOI
https://doi.org/10.5281/zenodo.17255273
Primary Topic
History of Education in Spain
Type
article
Field-Weighted Citation Impact
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article

BLUE WHALE; A DANGEROUS CYBER SUICIDAL MOBILE GAME BY TEENAGERS: A TREMBLING CASE STUDY BY 50 TASKS IN 50 DAYS!

Zenodo (CERN European Organization for Nuclear Research)
History of Education in Spain
article

BLUE WHALE; A DANGEROUS CYBER SUICIDAL MOBILE GAME BY TEENAGERS: A TREMBLING CASE STUDY BY 50 TASKS IN 50 DAYS!

article en

Abstract

The objective of the present paper is to focus on new suicidal trend which is prevalentamong adolescents when they are involved in a game i.e., blue whale game challenge.The paper would highlight the role of stress in directing adolescents towards this fatalchallenge. Further authors would discuss the role of teachers and parents in savingadolescents from this challenge. The internet is an uncontrolled and uncensored entity so itmakes hard to control all activities that young adults may indulge in. It is like a newaddiction as everyone seems so busy and lost in this virtual world. Developers of suchdangerous games are well aware of the vulnerabilities of the adolescents and know thatthey succumb to peer pressure easily. They are also well aware of the fact that teenagersnowadays are finding themselves unhappy, directionless, confused and lacking goals. Withthe growing trend of dangerous “killfie” and “blue whale challenge” it becomes important tospread awareness of the inherent hazards associated with them and adolescentsconsidered themselves as of no use so they show physical as well as mental readiness torisk their lives simply for the sake of recognition and to prove their guts on a virtual forum.Data was collected from adolescents through interview, newspapers and internet etc. Findings of the study are discussed and suggestions for students, teachers and parentsare given.

Zenodo (CERN European Organization for Nuclear Research)
Techno India University (IN), Indian Institute of Advanced Research (IN), Swami Vivekanand College of Pharmacy (IN)
Openalex Percentile: Top 43%
History of Education in Spain
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