The term “metaverse” refers to a virtual reality environment where users can interact, work, play, and connect with each other for various reasons and has become extremely popular among youths in this generation. Virtual reality or VR devices are used for such experiences. While they often provide exposure and pleasant experiences, they may cause significant damage.
A study by Florida Atlantic University and the University of Wisconsin-Eau Claire studies the impact of metaverse on U.S. teens between the ages of 13 and 17. It studied the experience of teens with VR devices, and the difference between these experiences between boys and girls, including 12 specific types of harmful experiences. These included sexual harassment, grooming, bullying, hate speech, and more.
Key Findings
The study was conducted on 5,005 teens. According to the findings
- 35-37% of the teens face bullying and harassment, while 44% receive hate speech.
- 22.8% of the teens were catfished (deceived by false identity), and 18% had their personal information leaked without consent.
- More than 18% of this population experienced sexual harassment and predatory behaviors. Girls were targeted more frequently here than boys.
- Around 30% of teens faced threats and bullying for factors like sexual preferences, weight, and political views.
- Girls are more likely than boys to employ safety features like safe zones and space bubbles to protect their privacy.
- Certain populations like people with low self-esteem, weak familial relationships, and other emotional distress are more vulnerable to these damages caused by metaverse.
Recommendations
- For Youths: Understand the safety features provided within this metaverse experience and use them to restrict unwanted interactions.
- For Developers: Ensure that the reporting mechanisms are swift and so are the actions taken against perpetrators. Moreover, include strict age-gating systems and inclusive spaces that discourage harassment.
- For Parents/Guardians: Familiarize with the devices and monitor activities. Get accustomed to parental control and restrict certain features if necessary. Engage open communication and provide a safe space for the children.
- For Educators: Educate the children with the necessary skills to navigate the advantages and disadvantages of VR devices and metaverse.
- For Content Creators: Be aware of what is being promoted. Encourage inclusion, respect, and privacy while promoting these experiences.
- For Researchers: Expand investigation on online victimization and develop targeted interventions for vulnerable populations.
Conclusion
The metaverse experience can amplify the emotional experiences, making the youths particularly vulnerable. Vigilance from guardians, educators, developers, and the youth themselves can help build a more inclusive and safe environment for everyone. Practices such as educating the youth, implementing strict policies against harassment, and engaging in open communication can be employed for this improvement. This study serves as a critical source for providing necessary statistics on the effects of metaverse and its preventive measures.
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