New research has unveiled significant risks for U.S. youth navigating the metaverse. From cyberbullying to grooming, the study underscores the urgent need for protective measures in these immersive digital spaces.
As virtual reality (VR) technology becomes more integrated into daily life, its impact on younger populations has come under scrutiny. A recent study conducted by Florida Atlantic University and the University of Wisconsin-Eau Claire reveals that the metaverse poses significant dangers to U.S. youth, with alarming findings on the types and extent of harm experienced.
Published in the journal New Media & Society, the research utilized a nationally representative sample of 5,005 teenagers aged 13 to 17, delving into their experiences with VR devices.
The study identified 12 specific types of harm, ranging from hate speech and bullying to severe issues like grooming and sexual harassment. The gender-specific data also highlighted that girls face sexual harassment and grooming behaviors more frequently than boys.
“Certain populations of youth are disproportionately susceptible to harm such as grooming, especially those who suffer from emotional distress or mental health problems, low self-esteem, poor parental relationships and weak family cohesion,” first author Sameer Hinduja, a professor in the School of Criminology and Criminal Justice at FAU, said in a news release. “Due to the unique characteristics of metaverse environments, young people may need extra attention and support. The immersive nature of these spaces can amplify experiences and emotions, highlighting the importance of tailored resources to ensure their safety and well-being.”
Notably, the findings indicated that 32.6% of youth own a VR headset, with a marked difference between boys (41%) and girls (25.1%). Additionally, over 44% of respondents had encountered hate speech or slurs, and substantial percentages reported bullying (37.6%) and harassment (35%).
Moreover, the study found that girls employed in-platform safety measures more frequently than boys. These measures include using features like “Space Bubble” and “Personal Boundary” to maintain personal space and mitigate unwanted interactions.
“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, although overall, youth tend to use these safety features infrequently,” added Hinduja.
The researchers recommended several strategies to enhance youth safety in the metaverse. These include:
- Utilizing platform-provided safety features like blocking, muting and reporting.
- Development of streamlined reporting mechanisms for swift action against perpetrators.
- Implementation of age-gating mechanisms to restrict access to mature content.
- Encouraging parental use of control features on VR devices and open dialogues with their children.
- Integration of digital citizenship and media literacy into school curricula.
- Ethical considerations by content creators to promote inclusivity and respect.
“VR concerns of parents and guardians generally reflect and align with their historical anxieties about video games, excessive device use, its sedentary nature, cognitive development and stranger danger,” Hinduja added. “There remains so much promise with these new technologies, but vigilance is required when it comes to the unique challenges they present as well as the unique vulnerabilities that certain youth users may have. As such, it’s ‘all hands on deck’ to build a safer and more inclusive metaverse as it continues to evolve.”
The study sheds light on the critical need for continued research and proactive measures to protect young users as they navigate the evolving landscape of the metaverse.