Recent reports have brought attention to the occurrence of sexual assault in virtual reality (VR) environments, also known as the metaverse. These incidents highlight the need for updated legislation and a deeper understanding of the issues surrounding online harassment.
Concerns have arisen about the inadequacy of current laws in addressing virtual sexual assaults. Jacqueline Watts, a specialist technology solicitor, points out the complexity of governing behavior within virtual worlds, particularly in cases of sexual assault. She highlights that existing laws in the UK do not specifically address interactions that occur in VR environments, creating a regulatory gap.
While users typically agree to platform-specific terms and conditions when entering the metaverse, these agreements may not explicitly prohibit virtual assault on avatars. However, Watts believes that traditional laws will eventually be applied to such cases as lawmakers recognize the need for legal accountability.
The UK National Crime Agency has already acknowledged the potential classification of metaverse offenses as criminal acts, indicating a growing commitment to addressing this issue.
Dr. Brenda K. Wiederhold, a cyberpsychologist, emphasizes the role of a long-standing toxic culture within online gaming that contributes to inappropriate behavior in VR environments.
A study by the Young Gamers and Gamblers Education Trust (YGAM) reveals alarming statistics, with 28 percent of female gamers reporting sexual harassment and 40 percent experiencing verbal abuse during online multiplayer games. This toxic culture has prompted prominent female gamers to raise awareness about sexual harassment within the gaming community.
The problem extends beyond sexual harassment, with instances of inappropriate behavior in games like Splitgate, where players engage in virtual “teabagging” after defeating opponents. The prevalence of such behavior highlights the need for a change in the gaming culture.
While technology companies are leading the way in creating immersive and interactive VR experiences, they currently lack a legal obligation to protect users from virtual harassment. Despite warnings from experts, tech giants do not provide sufficient safeguards against these incidents.
Efforts to develop personal boundary settings within VR environments offer some protection but can be easily bypassed by perpetrators. However, placing the responsibility on victims to prevent virtual assault mirrors the real-world issue of victim-blaming and fails to address the root problem of rape culture.
Understanding virtual assault can be challenging for some individuals who mistakenly believe that it cannot equate to “real” rape. However, experts like Dr. Brenda K. Wiederhold argue that virtual harassment in VR environments can have profound emotional and psychological impacts on victims that extend beyond the virtual realm.
When individuals become their avatars during VR experiences, any assault or harassment becomes a traumatic experience that persists even after removing the headset. The sensory aspect of VR amplifies the experience of game-based sexual harassment, as victims can feel the physical sensations of virtual touch through handheld controllers, intensifying the trauma associated with these incidents.
It is crucial to recognize that sexual harassment within the metaverse is not solely a gaming issue; it reflects a broader societal problem known as rape culture. Rape culture perpetuates the normalization of sexual harassment, victim-blaming, and a lack of empathy for survivors. This culture manifests in various forms, from rape jokes to dismissive comments about virtual assault cases.
Addressing rape culture in both real and virtual worlds requires a collective effort. Society must acknowledge the gravity of these issues and work towards eliminating toxic behaviors that harm individuals, whether online or offline.