Final Report - European Online Grooming Project
Final Report - European Online Grooming Project
Final Report - European Online Grooming Project
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It’s easier to talk on the phone, when I was talking on the phone it was like I was right next to them, like I was<br />
face-to-face with them (UK participant, female victim age 10-12).<br />
The text ones would be like ‘how are you, how’s your day, what you’ve been up to’. Sometime in the morning<br />
she would text me and say ‘morning’ and I would say ‘morning’ back. We would also sometimes text<br />
‘goodnight’ to each other. (UK participant, female victim age 13-15).<br />
The relationship between mode of contact, the need for intimacy and the overarching style of some online<br />
groomers is discussed further in chapter 5.<br />
<strong>Final</strong>ly, online game platforms such as the Xbox were also used by some participants in the sample to<br />
contact young people, via the online multiplayer function to some games. The distinguishing feature of this<br />
type of contact was that they were only used by men who were attempting to groom young boys. In some<br />
respect, this approach represents a ‘rational choice’ for men sexually interested in boys, as the evidence<br />
suggests that young men tend to be online playing games more than young females (Hartman & Klimmt,<br />
2006).<br />
Aside from the extent of potential boys to contact, there are two dimensions of online gaming that made this<br />
method an attractive place to target young people. The first was that playing a game, such as online roleplay,<br />
helped to reinforce the fantasy, or ‘unreal’ aspect of what is clearly offending behaviour. This then<br />
reinforces Suler’s concept of dissociative imagination driving the behaviour of some people online.<br />
I started with the name (online character) as that was the name of the character I was playing online. I then<br />
became more into fantasy play and so changed my name to (mythical creature name) (UK participant, male<br />
victims age 5-12).<br />
The second dimension relates to online gaming performance reinforcing the credibility of the offender as<br />
somebody worth talking to. That is, being competent at online games and ‘leveling up’ by gaining experience<br />
points means a great deal to some online players (Williams, Consalvo, Caplan & Yee, 2009). Consequently,<br />
some offenders talked about how they could use their considerable online scores as a way to ‘attract’ and<br />
open up conversations with some young boys.<br />
I spent a lot of time playing (name of online war game) with boys. I was good, it was a ‘shoot em up’ (UK<br />
participant, male victims age 5-12).<br />
All three methods of contact described above highlight the extent on online disinhibition amongst the men in<br />
this sample. For example, offenders felt comfortable using a webcam to show them masturbating to young<br />
people watching, or using the telephone for ‘phone sex’. It is clear however that these data also provide<br />
strong support for Ward and Hudson’s concept of approach goals to help understand the choices made by<br />
some online groomers. That is, some offenders articulated clear goals that underpinned their chosen method<br />
of contact (telephone to increase intimacy; online gaming to present credibly and so on).<br />
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