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

Data table for Chart 1
| 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.

Data table for Chart 2
| 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%).

Data table for Chart 3
| 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%).

Data table for Chart 4
| 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.

Data table for Chart 5
| 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.

Data table for Chart 6
| 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).

Data table for Chart 7
| 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.

Data table for Chart 8
| 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.

Data table for Chart 9
| 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%).

Data table for Chart 10
| 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.
For more information, please contact
statcan.digitaleconomysociety-economiesocietenumerique.statcan@statcan.gc.ca
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