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Unveiling the Hidden Hazards of the Metaverse and Virtual Reality for American Youth

Research on online victimization in the metaverse is significantly limited. A recent study examined the negative experiences of 5,005 U.S. teenagers aged 13 to 17 in virtual reality (VR) environments. The results indicated that a considerable number of youths reported encountering various harms, such as hate speech, bullying, harassment, sexual harassment, grooming (where predators gain the trust of minors), and unwanted exposure to violent or sexual materials. The study also highlighted important differences between genders in their experiences, which calls for enhanced protective measures in virtual spaces.

The metaverse, where the boundaries between real and digital worlds become indistinct, is becoming increasingly popular among young people. As of March, 33% of teenagers own a VR headset, and 13% use it on a weekly basis.

The immersive nature of the metaverse provides rich emotional experiences, making it particularly easy for youth to face significant dangers in these environments—a critical issue that warrants further investigation.

Sadly, there is a notable lack of research on online victimization in the metaverse. An innovative study by Florida Atlantic University, in partnership with the University of Wisconsin-Eau Claire, is one of the first to investigate experiences of harm among U.S. youth in these digital realms. With a nationally representative sample of 5,005 teens ages 13 to 17, researchers analyzed their interactions with VR gear, covering 12 distinct types of harm, strategies they used to protect themselves, and differences in experiences based on gender.

Results from the study, published in the journal New Media & Society, found that a significant portion of young participants reported experiencing various harms in these environments, including hate speech, bullying, harassment, various forms of sexual harassment, grooming behaviors, and unwanted exposure to violent or sexual content. The study also uncovered important differences between boys and girls in their experiences.

Highlights from the findings include:

  • 32.6% of youth own a VR headset (41% of boys compared to 25.1% of girls).
  • Over 44% reported receiving hate speech or slurs (8.9% frequently); 37.6% experienced bullying; and 35% faced harassment.
  • Almost 19% encountered sexual harassment; 43.3% experienced trolling; 31.6% were obstructed maliciously; and 29.5% received threats.
  • More than 18% were doxxed (having personal information revealed without consent) and 22.8% were catfished (misled by a false online identity, typically for romantic reasons).
  • Nearly 21% faced unwanted violent or sexual content; 18.1% experienced grooming or predatory behavior; and 30% were targeted based on factors like weight, sexual preference, sexual orientation, or political views.
  • While both genders reported similar patterns of mistreatment, girls were more frequently victims of sexual harassment and grooming behaviors compared to boys. Both genders were equally likely to be targeted for their voice, avatar, race, religion, or disability.

“Certain groups of young people, especially those dealing with emotional distress or mental health issues, low self-esteem, poor parental relationships, and weak family connections, are particularly vulnerable to grooming and other harms,” stated Sameer Hinduja, Ph.D., the study’s first author and a professor within FAU’s School of Criminology and Criminal Justice. “Given the distinctive features of metaverse environments, youth may require additional attention and support. The immersive quality of these platforms can heighten emotions and experiences, making tailored safety resources crucial for ensuring their well-being.”

The findings also indicated that girls utilized in-platform safety mechanisms more significantly than boys, including features like “Space Bubble,” “Personal Boundary,” and “Safe Zone.”

“Our research showed that girls were more inclined to choose avatars designed to diminish harassment risks and utilized in-platform safety tools to maintain distance from other users. Moreover, both boys and girls felt comfortable leaving metaverse areas or switching channels in response to potential or actual victimization, although generally, youth did not frequently use these safety features,” Hinduja observed.

Among the recommendations the researchers offered to young people are:

  • Utilizing available safety features on platforms to minimize unwanted interactions and protect personal space. It’s vital that young users comprehend and leverage the safety tools within metaverse experiences, such as blocking, muting, and reporting options.
  • Encouraging ongoing research and development to better understand and address the needs of users in contexts of potential or actual victimization.
  • Improving platform reporting systems for prompt responses to incidents involving offenders.
  • Implementing age restrictions for metaverse platforms where mature content and interactions are prevalent.
  • Urging parents and guardians to get acquainted with available parental control features on VR devices and metaverse platforms, ensuring they set boundaries, monitor usage, and restrict features appropriately. Active engagement, including open conversations with children about their metaverse experiences, is ideal.
  • Integrating updated and accessible digital citizenship and media literacy modules into school curricula, equipping youth with the knowledge and skills they need to navigate VR and other emerging technologies responsibly and safely.
  • Prompting content creators to consider the ethical implications of their designs, promoting inclusivity, respect, and discouraging harassment. They should aim to make virtual experiences accessible to users from diverse backgrounds, languages, cultures, and abilities.

“Concerns from parents and guardians about VR usually reflect their long-standing worries regarding video games, excessive device use, sedentary behavior, cognitive development, and dangers posed by strangers,” Hinduja explained. “These new technologies hold great promise, but we must remain vigilant to the unique challenges they present and the vulnerabilities certain young users may have. It is a collective effort to ensure the metaverse remains safe and inclusive as it evolves.”

Justin Patchin, Ph.D., a professor of criminal justice at the University of Wisconsin-Eau Claire and co-director of the Cyberbullying Research Center, is also a co-author of this study.