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science on tHe cutting eDge
content. The study also revealed notable gender differences • Using platform-provided safety features to restrict
in experiences. unwanted interactions and infringements upon their
Among the study findings: personal space. It is also essential that youth understand
• 32.6 percent of youth own a VR headset (41 percent and take advantage of the safety features available within
of boys versus 25.1 percent of girls). metaverse experiences, including blocking, muting, and
• More than 44 percent received hate speech/slurs (8.9 reporting functionalities.
percent many times); 37.6 percent experienced bullying; • Continued research and development in these areas
Dangers Of The Metaverse and 35 percent faced harassment. to determine how to meet the needs of users in potential
• Almost 19 percent experienced sexual harassment;
or actual victimization contexts
• Streamlining platform reporting mechanisms to ensure
And VR For U.S. Youth 43.3 percent dealt with trolling; 31.6 percent were swift action is taken against perpetrators
maliciously obstructed; and 29.5 percent experienced
Revealed In New Study threats. • Age-gating mechanisms for metaverse environments
• More than 18 percent were doxed (publicly revealing where mature content and interactions proliferate
By Gisele Galoustian someone’s personal information without their consent); • Encouraging parents and guardians to take the time
With the metaverse offering richer emotional and 22.8 percent were catfished (creating a false identity to familiarize themselves with available parental control
experiences, youth may be particularly vulnerable to online to deceive someone, typically for romantic features on VR devices and metaverse platforms to set
significant harm in these immersive spaces, underscoring purposes). boundaries, monitor activities, and restrict certain features
the need to explore potential risks. • Nearly 21 percent faced unwanted violent or sexual as needed. An active mediation approach is ideal, where
Popularity of the metaverse, a space where the lines content; 18.1 percent experienced grooming or predatory they engage in open and supportive dialogue with children
between physical and digital realities blur, is rising among behavior; and 30 percent were targeted for factors like about their metaverse experiences.
younger populations. As of March, 33 percent of teens own weight, sexual preference, sexual orientation or political • The integration of updated, relevant, and accessible
a virtual reality (VR) device and 13 percent use it weekly. affiliation. digital citizenship and media literacy modules into school
Unfortunately, research of online victimization in • Boys and girls experienced similar patterns of curricula to provide youth with the necessary knowledge
the metaverse is sorely lacking. A new study by Florida mistreatment, but girls experienced sexual harassment and skills to navigate VR and other emerging technologies
Atlantic University , in collaboration with the University and grooming/predatory behavior more frequently than safely and responsibly
of Wisconsin-Eau Claire, is one of the first to examine the boys. Boys and girls were equally as likely to be targeted • Consideration by content creators of the ethical
experiences of harm in the metaverse among youth in the because of their voice, avatar, race, religion or disability. implications of their metaverse creations, ensuring that
United States. Using a nationally-representative sample of “Certain populations of youth are disproportionately they promote inclusivity, respect, and discourage any form
5,005 13 to 17 year olds in the U.S., researchers focused on susceptible to harm such as grooming, especially those of harassment. They should strive to make their virtual
their experiences with VR devices, including 12 specific who suffer from emotional distress or mental health experiences accessible to users from diverse backgrounds,
types of harm experienced, protective strategies employed, problems, low self-esteem, poor parental relationships languages, cultures and abilities.
and differences in experiences between boys and girls. and weak family cohesion,” said Sameer Hinduja, Ph.D., “VR concerns of parents and guardians generally
Results of the study, published in the journal New first author, a professor in the School of Criminology and reflect and align with their historical anxieties about
Media & Society, found a significant percentage of youth Criminal Justice within FAU’s College of Social Work video games, excessive device use, its sedentary nature,
reported experiencing various forms of harm in these and Criminal Justice, co-director of the Cyberbullying cognitive development, and stranger danger,” said
spaces, including hate speech, bullying, harassment, sexual Research Center, and a faculty associate at the Berkman Hinduja. “There remains so much promise with these new
harassment, grooming behaviors (predators building trust Klein Center at Harvard University. “Due to the unique technologies, but vigilance is required when it comes to
with minors), and unwanted exposure to violent or sexual characteristics of metaverse environments, young people the unique challenges they present as well as the unique
may need extra attention and support. The immersive vulnerabilities that certain youth users may have. As such,
nature of these spaces can amplify experiences and it’s ‘all hands on deck’ to build a safer and more inclusive
emotions, highlighting the importance of tailored resources metaverse as it continues to evolve.”
to ensure their safety and well-being.” Study co-author is Justin Patchin, Ph.D., a professor of
Findings also reveal that girls employed in-platform criminal justice, University of Wisconsin-Eau Claire and
safety measures significantly more so than boys such as co-director of the Cyberbullying Research Center.
“Space Bubble,” “Personal Boundary” and “Safe Zone.”
“We found that girls are more likely to select avatars
designed to reduce the risk of harassment and to use in-
platform tools to maintain a safe distance from others.
Additionally, both boys and girls feel comfortable
leaving metaverse rooms or channels like switching
servers in response to potential or actual victimization, The Wertheim UF Scripps
although overall, youth tend to use these safety features
infrequently,” said Hinduja. Institute, UF Medicinal
32.6 percent of U.S. youth own a virtual reality (VR) headset Among the recommendations offered to youth by the
(41 percent of boys versus 25.1 percent of girls). researchers include: Chemistry Target Incurable
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Science On The Cutting Edge on page 18