Risks of the Metaverse and Virtual Reality for American Youth

Author: Florida Atlantic University
Published: 2024/10/22
Publication Type: Meta-analysis
Peer-Reviewed: Yes
Topic: Electronics and Software - Publications List

Page Content: Synopsis Introduction Main

Synopsis: Dangers of the metaverse and VR for US youth revealed in study that explores risks and harm by experiences, gender, prevention and response measures.

Why it matters: This article provides valuable insights into the potential risks associated with virtual reality (VR) and metaverse technologies for young people. It highlights findings from a comprehensive study that examined the experiences of over 2,500 US youth aged 10-21 who use VR. The research uncovers concerning trends, including high rates of harassment, sexual content exposure, and privacy breaches in virtual environments. By shedding light on these issues, the article raises awareness about the need for improved safety measures and parental guidance in the rapidly evolving digital landscape. This information is particularly useful for parents, educators, and policymakers who are tasked with ensuring the well-being of young people in an increasingly immersive online world - Disabled World (DW).

Introduction

The metaverse, a space where the lines between physical and digital realities blur, is rising among younger populations. As of March, 33% of teens own a virtual reality (VR) device and 13% use it weekly.

Main Item

With the metaverse offering richer emotional experiences, youth may be particularly vulnerable to significant harm in these immersive spaces, underscoring the need to explore potential risks.

Unfortunately, research of online victimization in the metaverse is sorely lacking. A new study by Florida Atlantic University, in collaboration with the University of Wisconsin-Eau Claire, is one of the first to examine the experiences of harm in the metaverse among youth in the United States. Using a nationally-representative sample of 5,005 13 to 17 year olds in the U.S., researchers focused on their experiences with VR devices, including 12 specific types of harm experienced, protective strategies employed, and differences in experiences between boys and girls.

Results of the study, published in the journal New Media & Society, found a significant percentage of youth reported experiencing various forms of harm in these spaces, including hate speech, bullying, harassment, sexual harassment, grooming behaviors (predators building trust with minors), and unwanted exposure to violent or sexual content. The study also revealed notable gender differences in experiences.

Among the study findings:

"Certain populations of youth are disproportionately susceptible to harm such grooming, especially those who suffer from emotional distress or mental health problems, low self-esteem, poor parental relationships and weak family cohesion," said Sameer Hinduja, Ph.D., first author, a professor in the School of Criminology and Criminal Justice within FAU's College of Social Work and Criminal Justice, co-director of the Cyberbullying Research Center, and a faculty associate at the Berkman Klein Center at Harvard University.

"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."

Findings also reveal that girls employed in-platform safety measures significantly more so than boys such as "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, although overall, youth tend to use these safety features infrequently," said Hinduja.

Among the recommendations offered to youth by the researchers include:

"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," said Hinduja.

"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."

Research Authors

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

Attribution/Source(s):
This peer reviewed publication was selected for publishing by the editors of Disabled World (DW) due to its significant relevance to the disability community. Originally authored by Florida Atlantic University, and published on 2024/10/22, the content may have been edited for style, clarity, or brevity. For further details or clarifications, Florida Atlantic University can be contacted at fau.edu. NOTE: Disabled World does not provide any warranties or endorsements related to this article.

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Citing Information and Page References

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Cite This Page (APA): Florida Atlantic University. (2024, October 22). Risks of the Metaverse and Virtual Reality for American Youth. Disabled World (DW). Retrieved February 7, 2025 from www.disabled-world.com/assistivedevices/computer/metaverse.php

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