Online activities of Canadian youth, cybervictimization and exposure to harmful content

Release date: April 23, 2025

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Acknowledgments

This presentation was funded by Public Safety Canada.

Context

  • As digital technologies and the Internet become increasingly ingrained in the daily lives of Canadians, concerns about cybervictimization also continue to grow, in particular for younger Canadians, who spend the largest amount of time online.
  • A recent Statistics Canada study funded by Public Safety Canada found that cybervictimization increases during adolescence and remains high among young adults (Hango, 2023).
  • Cybervictimization has been associated with many negative outcomes, such as “poorer mental health, eating disorder symptoms, depression, anxiety, suicidal ideation, and suicide attempt” (Kingsbury & Arim, 2023). Cybervictimization has also been found to correlate with the perpetration of cyberbullying (Walters, 2021).
  • In this presentation, cybervictimization includes all online incidents in which individuals felt they were victims. The overlapping concept of exposure to several types of harmful content online, including hateful or violent content or intimate content shared without consent, is also explored.
  • This presentation uses the 2022 Canadian Internet Use Survey (CIUS) to explore how youth (aged 15 to 24 years) spend their time online. It also considers how these behaviours compare with those of the overall population (aged 15 years and over) and how engagement in particular online activities correlates with cybervictimization and exposure to harmful content.
  • Since indicators for online behaviours, cybervictimization and exposure to harmful content were measured independently and during the same reference period, the correlations explored in this presentation cannot be assumed to indicate causal relationships.

How youth spend their time online

  • In the past three months, youth were more likely to spend 20 hours or more online a week for general useNote  (42%) than the overall population (25%).
  • Youth were also the most likely age group (15%) to play video games online for 20 hours or more a week, 6 percentage points more than the next highest age group, those aged 25 to 34 (9%).

Chart 1 Canadians spending 20 hours or more online a week, past three months, by activity and age group

Data table for Chart 1
Data table for Chart 1
Table summary
The information is grouped by Age group (appearing as row headers), Online activities, Playing video games, Percent, General Internet use and 95% confidence interval, calculated using to and from units of measure (appearing as column headers).
Age group Online activities
General Internet use Playing video games
Percent 95% confidence interval Percent 95% confidence interval
from to from to
Notes: Error bars represent 95% confidence intervals.
Source: Statistics Canada, Canadian Internet Use Survey, 2022.
15 years and over (total) 25 25 26 6 5 6
15 to 24 years (youth) 42 39 46 15 13 18
25 to 34 years 38 36 41 9 8 11
35 to 44 years 28 27 30 6 5 7
45 to 54 years 22 21 24 3 3 4
55 years and over 14 13 15 2 2 2

Online activities that youth were more likely to engage in than the overall population

  • Youth were more likely than the overall population to engage in almost all online activities examined by the 2022 CIUS, including several related to consuming and sharing content, behaviours typically associated with cybervictimization.
  • The next slide further examines several online activities that youth were the most likely among all age groups to engage in.

Chart 2 Selected online activities that youth were more likely to engage in than the overall population, past three months, by age group

Data table for Chart 2
Data table for Chart 2
Table summary
The information is grouped by Online activities (appearing as row headers), Percent, Youth, 15 to 24 years, Total, 15 years and over, Age group and 95% confidence interval, calculated using to and from units of measure (appearing as column headers).
Online activities Age group
Youth, 15 to 24 years Total, 15 years and over
Percent 95% confidence interval Percent 95% confidence interval
from to from to
Notes: Error bars represent 95% confidence intervals.
Source: Statistics Canada, Canadian Internet Use Survey, 2022.
Sent messages using an instant messaging app 92 90 94 78 77 79
Used social networking websites or apps 91 88 93 74 73 74
Watched user-generated content on video-sharing websites or platforms 89 86 91 68 67 68
Made online voice calls or video calls 82 79 85 65 64 65
Played video games 73 70 76 37 37 38
Listened to podcasts 51 47 55 39 38 40
Watched live-streaming services, excluding user-generated content 38 35 42 30 29 31
Watched eSports or other video game streaming services 33 29 36 13 13 14
Uploaded self-created content on sharing websites, a blog or a personal website 23 20 27 13 12 14
Accessed the Internet with virtual reality devices 5 4 7 3 2 3

Online activities that youth were more likely to engage in than all other age groups

  • Youth were the most likely among all age groups to report having played online video games in the past three months for any amount of time (73%), 17 percentage points higher than those aged 25 to 34 (56%).
  • Youth were also the most likely age group to watch eSports or other video game streaming services (33%), 10 percentage points higher than those aged 25 to 34 (23%).

Chart 3 Selected online activities that youth were more likely to engage in than all other age groups, past three months, by age group

Data table for Chart 3
Data table for Chart 3
Table summary
The information is grouped by Age group (appearing as row headers), Played video games, Online activities, Percent, Watched eSports or other video game streaming services and 95% confidence interval, calculated using to and from units of measure (appearing as column headers).
Age group Online activities
Played video games Watched eSports or other video game streaming services
Percent 95% confidence interval Percent 95% confidence interval
from to from to
Notes: Error bars represent 95% confidence intervals.
Source: Statistics Canada, Canadian Internet Use Survey, 2022.
15 years and over (total) 37 37 38 13 13 14
15 to 24 years (youth) 73 70 76 33 29 36
25 to 34 years 56 54 58 23 22 25
35 to 44 years 42 41 44 14 13 16
45 to 54 years 33 31 35 10 8 11
55 years and over 17 16 18 4 3 4

GenderNote  differences in online activities youth engaged in

  • Male youth were found to be as likely as, or more likely than, female youth to engage in most online activities examined by the 2022 CIUS.
  • One exception was tracking fitness or health online, which female youth (36%) were more likely to engage in than male youth (26%).

Chart 4 Selected online activities male youth were more likely to engage in than female youth, past three months

Data table for Chart 4
Data table for Chart 4
Table summary
The information is grouped by Online activities (appearing as row headers), Male youth, Percent, Female youth, Gender and 95% confidence interval, calculated using to and from units of measure (appearing as column headers).
Online activities Gender
Male youth Female youth
Percent 95% confidence interval Percent 95% confidence interval
from to from to
Notes: Error bars represent 95% confidence intervals.
Source: Statistics Canada, Canadian Internet Use Survey, 2022.
Played video games 88 84 91 56 51 61
Listened to news or sports 58 52 63 41 36 47
Watched eSports or other video game streaming services 48 42 53 17 13 21
Accessed the Internet with virtual reality devices 8 6 12 2 1 4

Cybervictimization among youth

  • Youth were more likely than the overall population to report feeling victimized by online incidents of bullying, harassment or discrimination (6% versus 4%, respectively) or the misuse of personal pictures, videos or other contentNote  (3% versus 2%, respectively) over the past 12 months.
  • Statistically, no significant differences in cybervictimization rates were detected between male and female youth.
  • Previous studies have found mixed evidence for the role of gender in cybervictimization (Lozano-Blasco et al., 2023). Gender differences in cybervictimization rates for youth and young adults have been found to be most pronounced for incidents of a sexualized nature, with other types of incidents showing weaker gender differences (Hango, 2023).
  • While spending time online on nearly any activity can increase the risk of cybervictimization,Note  certain activities stood out. When comparing cybervictimization rates among youth who engaged in particular online activities with those who did not, higher rates of cybervictimization were found among youth who uploaded self-created content, used virtual reality devices to access the Internet and watched eSports or other video game streaming services. These findings are expanded upon in subsequent slides.
  • No statistically significant relationships were found for other online activities more commonly associated with cybervictimization, such as using social networking websites or apps or playing video games.

Chart 5 Cybervictimization, past 12 months, by age group

Data table for Chart 5
Data table for Chart 5
Table summary
The information is grouped by Type of cybervictimization (appearing as row headers), Percent, Youth, 15 to 24 years, Total, 15 years and over, Age group and 95% confidence interval, calculated using to and from units of measure (appearing as column headers).
Type of cybervictimization Age group
Youth, 15 to 24 years Total, 15 years and over
Percent 95% confidence interval Percent 95% confidence interval
from to from to
Notes: Error bars represent 95% confidence intervals.
Source: Statistics Canada, Canadian Internet Use Survey, 2022.
Felt like a victim of any incident 11 8 14 8 8 9
Felt like a victim of bullying, harassment or discrimination 6 5 9 4 3 4
Felt like a victim of other incidents 4 3 6 4 4 5
Felt like a victim of misuse of personal pictures, videos or other content 3 2 5 2 2 2

The relationship between cybervictimization and online activities: Uploading content

  • Nearly one-quarter (23%) of youth reported uploading self-created content on sharing websites, blogs or personal websites in the past three months.
  • Youth who uploaded self-created content were over three times more likely than non-uploaders (14% versus 4%, respectively) to report feeling they were victims of online bullying, harassment or discrimination, and over twice as likely (19% versus 8%, respectively) to report feeling they were victims of any online incidents.

Chart 6 Cybervictimization among youth, past 12 months, by self-created content uploading behaviour

Data table for Chart 6
Data table for Chart 6
Table summary
The information is grouped by Type of cybervictimization (appearing as row headers), 95% confidence interval, Did not upload self-created content, Percent and Uploaded self-created content, calculated using from and to units of measure (appearing as column headers).
Type of cybervictimization Uploaded self-created content Did not upload self-created content
Percent 95% confidence interval Percent 95% confidence interval
from to from to
Notes: Internet non-users were excluded from this chart.
Respondents were only asked to report self-created content uploaded on sharing websites, blogs or personal websites.
Error bars represent 95% confidence intervals.
Source: Statistics Canada, Canadian Internet Use Survey, 2022.
Felt like a victim of any incident 19 13 26 8 6 11
Felt like a victim of bullying, harassment or discrimination 14 9 21 4 3 6
Felt like a victim of other incidents 8 4 14 4 2 5
Felt like a victim of misuse of personal pictures, videos or other content 5 2 10 3 2 5

The relationship between cybervictimization and online activities: Using virtual reality devices

  • About 1 in 20 youth (5%) used virtual reality devices to access the Internet over the past three months.
  • Youth who were online virtual reality users were about five times more likely than non-users (16% versus 3%, respectively) to report feeling they were victims of misuse of personal pictures, videos or other content, and over twice as likely (25% versus 10%, respectively) to report feeling they were victims of any online incidents.
  • Another recent study of youth (aged 13 to 17 years) in the United States found that spending time in virtual reality environments led to many cases of cybervictimization, possibly because of the immersive nature of these environments (Hinduja & Patchin, 2024).

Chart 7 Cybervictimization among youth, past 12 months, by online virtual reality device usage

Data table for Chart 7
Data table for Chart 7
Table summary
The information is grouped by Type of cybervictimization (appearing as row headers), Percent, Used virtual reality devices, Did not use virtual reality devices and 95% confidence interval, calculated using to and from units of measure (appearing as column headers).
Type of cybervictimization Used virtual reality devices Did not use virtual reality devices
Percent 95% confidence interval Percent 95% confidence interval
from to from to
Notes: Internet non-users were excluded from this chart.
Error bars represent 95% confidence intervals.
Source: Statistics Canada, Canadian Internet Use Survey, 2022.
Felt like a victim of any incident 25 14 42 10 8 13
Felt like a victim of misuse of personal pictures, videos or other content 16 7 33 3 2 5
Felt like a victim of bullying, harassment or discrimination 16 7 32 6 4 8
Felt like a victim of other incidents 10 4 24 4 3 6

The relationship between cybervictimization and online activities: Watching eSports or other video game streaming services

  • About one-third (33%) of youth watched eSports or other video game streaming services in the past three months.
  • Youth who watched video game content were almost three times more likely than non-watchers (11% versus 4%, respectively) to report feeling they were victims of online bullying, harassment or discrimination.

Chart 8 Cybervictimization among youth, past 12 months, by eSports or other video game streaming service watching behaviour

Data table for Chart 8
Data table for Chart 8
Table summary
The information is grouped by Type of cybervictimization (appearing as row headers), Percent, Did not watch eSports or other video game streaming services, Watched eSports or other video game streaming services and 95% confidence interval, calculated using to and from units of measure (appearing as column headers).
Type of cybervictimization Watched eSports or other video game streaming services Did not watch eSports or other video game streaming services
Percent 95% confidence interval Percent 95% confidence interval
from to from to
Notes: Internet non-users were excluded from this chart.
Error bars represent 95% confidence intervals.
Source: Statistics Canada, Canadian Internet Use Survey, 2022.
Felt like a victim of any incident 15 11 21 9 6 12
Felt like a victim of bullying, harassment or discrimination 11 8 17 4 3 6
Felt like a victim of other incidents 6 3 10 4 3 6
Felt like a victim of misuse of personal pictures, videos or other content 5 2 8 3 2 5

Youth exposure to harmful content online

  • Regardless of whether they felt victimized, youth were more likely than the overall population to report seeing several types of harmful content online at least once in the past year, including content that may incite hate or violence (74% versus 51%, respectively) or intimate images or videos that may have been shared without the person’s consent (34% versus 20%, respectively). One factor likely contributing to these findings is the greater amount of time youth spend online.
  • Statistically, no significant differences in rates of exposure to hateful, violent or non-consensual intimate content could be detected between male and female youth.
  • When comparing rates of exposure to harmful content among youth who engaged in particular online activities with those who did not, exposure to harmful content was found to be more likely among youth who watched eSports or other video game streaming services. This finding is expanded upon in the next slide.
  • No other online activities were found to have a statistically significant relationship with exposure to harmful content.

Chart 9 Frequency of seeing harmful content, by type of content and age group

Data table for Chart 9
Data table for Chart 9
Table summary
The information is grouped by Frequency of seeing harmful content (appearing as row headers), Percent, Youth, 15 to 24 years, Total, 15 years and over, Age group and 95% confidence interval, calculated using to and from units of measure (appearing as column headers).
Frequency of seeing harmful content Age group
Youth, 15 to 24 years Total, 15 years and over
Percent 95% confidence interval Percent 95% confidence interval
from to from to
Notes: Values do not sum to 100% because Internet non-users were excluded from this chart.
Error bars represent 95% confidence intervals.
Source: Statistics Canada, Canadian Internet Use Survey, 2022.
Content that may incite hate or violence  
Once a month to a few times a month 52 48 55 34 33 35
Once a year to a few times a year 23 20 26 17 16 18
Not in the last year 25 22 29 43 42 44
Intimate images or videos that may have been shared without the person’s consent  
Once a month to a few times a month 17 14 20 10 9 10
Once a year to a few times a year 17 14 20 10 10 11
Not in the last year 66 62 69 74 74 75

The relationship between exposure to harmful content and online activities: Watching eSports or other video game streaming services

  • As previously mentioned, youth who watched eSports or other video game streaming services in the past three months (33% of youth did so) were more likely than non-watchers to report feeling they were victims of online bullying, harassment or discrimination (11% versus 4%, respectively).
  • Youth who watched eSports or other video game streaming services were also more likely to report being exposed to content that may incite hate or violence online on a monthly basis (64%) than those who did not watch eSports or other video game streaming services (46%).

Chart 10 Frequency of seeing content that may incite hate or violence among youth, by eSports or other video game streaming service watching behaviour

Data table for Chart 10
Data table for Chart 10
Table summary
The information is grouped by Frequency of seeing content that may incite hate or violence (appearing as row headers), 95% confidence interval, Percent, Watched eSports or other video game streaming services and Did not watch eSports or other video game streaming services, calculated using from and to units of measure (appearing as column headers).
Frequency of seeing content that may incite hate or violence Watched eSports or other video game streaming services Did not watch eSports or other video game streaming services
Percent 95% confidence interval Percent 95% confidence interval
from to from to
Notes: Internet non-users were excluded from this chart.
Error bars represent 95% confidence intervals.
Source: Statistics Canada, Canadian Internet Use Survey, 2022.
Once a month to a few times a month 64 57 70 46 42 51
Once a year to a few times a year 17 12 22 26 22 30
Not in the last year 20 15 25 28 24 33

References

Hango, D. (2023). Online harms faced by youth and young adults: The prevalence and nature of cybervictimization. Insights on Canadian Society. Statistics Canada. Retrieved February 6, 2025.

Hinduja, S., & Patchin, J. W. (2024). Metaverse risks and harms among US youth: Experiences, gender differences, and prevention and response measures. New Media & Society. 00(0).

Kingsbury, M., & Arim, R. (2023). Cybervictimization and mental health among Canadian youth. Health Reports. Statistics Canada. Retrieved February 6, 2025.

Lozano-Blasco, R., Quilez-Robres, A., & Latorre-Cosculluela, C. (2023). Sex, age and cyber-victimization: A meta-analysis. Computers in Human Behavior. Volume 139, February 2023, 107491.

Walters, G. D. (2021). School-Age Bullying Victimization and Perpetration: A Meta-Analysis of Prospective Studies and Research. Trauma, Violence, & Abuse. 22(5): 1129-1139.

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