On Bad Behavior in the Metaverse

Last week, comments from “How to address digital safety in the metaverse" (World Economic Forum) included:

  • “According to some experts, the closest thing to the metaverse today can be seen in games like Fortnite and experiences on Roblox

  • “As buzz around the metaverse increases, many are raising concerns about the potential risks in an environment where the boundaries between the physical and virtual worlds continue to blur.
    The harmful content that proliferates all too quickly in our current digital lives, may also translate in the metaverse to more graphic, 3D, and auditory unwanted content that feels more intrusive and has a greater impact due to the multisensory nature of the environment in which it is propagated.

  • The rise of virtual currencies can often be another challenge in the proliferation of harmful content and activities online. For example, it is purported that kids are using their avatars to provide lap dances in virtual strip clubs in return for the virtual currency, “Robux”.

  • “Finding ways to incentivize better behaviors and perhaps reward positive interactions may need to become a bigger part of a safer digital future, especially given increased safety risks in the metaverse."

  • Separately, comments from “Surveillance will follow us into ‘the metaverse,’ and our bodies could be its new data source” (Washington Post) included:

  • There are few limits on what information companies can collect, store and share about you. Investigations by The Washington Post and other publications have found companies sharing personal data such as your name, email and location with third parties without disclosing who those third parties are. Apps shoot off data about you while you cook, work and sleep — and even after you’ve asked them not to track you.

  • VR headsets could provide a frightening pathway to biometric information previously inaccessible to companies, employers, law enforcement and the government … VR companies and their advertising partners could use the way we move our eyes, heads and arms to infer things about our personalities, health and habits, and use that information to market to us."


OUR TAKE

  • "Metaverse" offerings will vary in quality, focus, and approach - as they seek to deliver new experiences while introducing new social behavior and privacy concerns.

  • Collecting user/consumer data is not new and will continue to expand with the growth of digital health, autonomous driving, smart home, and "Internet of Things" services, as well as “metaverse” platforms.

  • Given the immersive nature of metaverse platforms; the impact of virtual harassment, assault, and bullying may be profound. It is unclear if current developers know how to provide appropriate moderation/oversight.

  • There will be tension between the interests for increased government oversight and free-market dynamics - and outcomes will vary across jurisdictions around the world.

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