Are people more vulnerable to mis/disinformation if they are spatially surrounded by it? How do cryptocurrencies and NFTs impact how Child Sexual Abuse Material is bought and stored? How do hyper-realistic recreations of traumatic situations - like combat or horror - impact children? PUBLIC is uniquely positioned to contribute to solutions given our experience in developing taxonomies, understanding harm types, convening relevant stakeholders, and promoting the development of technologies or solutions to facilitate safer online experiences, and protect users from harmful content, contact or conduct.Īs the adoption of metaverse elements in gaming accelerates, online safety is one of the key areas of concern. We want to help the wider Trust & Safety ecosystem ensure that collectively we work for a dynamic metaverse that is safe for all users. However, given PUBLIC’s extensive work to date in online safety, we have focused our thinking in this blog on safety in the metaverse. Concerns around digital identity, competition, privacy and inclusion are just some of the risks that could emerge and that require attention. While offering exciting opportunities for innovation, the metaverse poses new challenges to a range of issues. As PUBLIC’s previous research highlights, children and young people are already increasingly exposed to illegal or harmful content online ( online harms), making gaming the ideal case study for exploring online safety in the metaverse. This looks like a trend that will continue as 56% of gamers aged 13-17 expect their time spent playing metaverse games to increase. Lastly, gamers on both traditional and metaverse platforms skew disproportionately towards children and young people. A study by Newzoo showed that 38% of gamers between the ages of 10-20 played proto-metaverse games like Fortnite, Roblox and Minecraft in 2021. For example, Fortnite players are already familiar with massive multiplayer experiences as millions of players roam different islands, create their own worlds and compete to be the last player standing. At its core, gamers have been early adopters of ‘metaversal’ activities. Gaming is expected to account for over half of the metaverse’s market value by 2024. One of the best ways to approach the metaverse and its challenges is through one of its most well-developed sectors - gaming. Still in its infancy, there is no universal definition of the metaverse and there are different visions of what it is or may become. It sounds like sci-fi but the metaverse, some argue, is simply the next generation of the internet. You can game with thousands of others in virtual worlds, buy and sell assets in a functioning digital economy enabled by non-fungible tokens (NFTs), and interact with your friends in a way that closely resembles social interaction in the physical world. Imagine putting on a VR headset and navigating various worlds through your avatar - an avatar which may look exactly like you.
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