Understanding and Combating Metacrimes in the Metaverse
The advent of the Apple Vision Pro has opened new dimensions for Australians, granting access to immersive online environments, also known as the metaverse. Users can experience virtual safaris, watch sports, or even conduct virtual home inspections. However, these virtual environments also present new avenues for criminal activities, termed “metacrimes.”
What Are Metacrimes?
Metacrimes refer to offences that occur within the metaverse, a three-dimensional virtual world accessed through VR headsets. Unlike conventional cybercrimes, metacrimes exploit the immersive and interactive nature of the metaverse, making them challenging to sort and investigate using existing legal frameworks. A new study highlights the need to understand these crimes to effectively combat them.
Unique Features of Metacrimes
One distinct aspect of metacrimes is immersive VR attacks, which feel real due to the sensory techniques used in VR headsets. These include visual, sound, and haptic feedback that create a sense of presence, making experiences like harassment or assault feel tangible. Without constant recording of interactions, crucial evidence may be lost, complicating crime reporting and investigation.
Vulnerable populations, especially children, are at higher risk. The difficulty in verifying ages online exacerbates concerns about grooming and abuse. A 2022 study revealed that users, including children, encounter abusive behavior approximately every seven minutes in popular VR platforms. This includes bullying, sexual harassment, and manipulation into using racist slurs and promoting extremist ideas.
In January 2024, the UK police launched the first case of rape in the metaverse after a 16-year-old girl’s avatar was attacked. The victim suffered psychological trauma similar to physical world assaults. This case is expected to set legal precedents for protecting minors in virtual spaces.
Addressing the Risks
Major tech companies like Apple, Meta, and Microsoft are heavily investing in the metaverse, developing both hardware and software to enhance user experience. Research predicts that by 2026, 25% of people will spend at least an hour daily in the metaverse for various activities. This prediction underscores the urgency for governments and tech companies to create legal and regulatory frameworks specific to the metaverse.
National and international laws need to evolve to address the unique characteristics of metacrimes. Law enforcement agencies must develop skills for reporting and investigating these new types of crimes. Historically, tech companies have often shirked responsibility when their platforms facilitated harm, offering what researchers call an “artful apology” without tangible action.
To make the metaverse safe for everyone, clear regulatory frameworks must be established and enforced. This includes robust mechanisms for monitoring, reporting, and addressing crimes, ensuring that virtual spaces are safe and enjoyable for all users.
Moving Forward
The rise of the metaverse is inevitable, and with it comes the responsibility to safeguard its users. By understanding and addressing the nuances of metacrimes, we can create a secure environment in the virtual world. Collaborative efforts between tech companies, governments, and law enforcement agencies are essential to protect individuals from the emerging threats in the metaverse.