The world's largest tech companies are hurtling headlong into creating the metaverse, a virtual reality world where people can have their avatars do everything from play video games and attend gym classes to participate in meetings
Harassment, assaults, bullying and hate speech already run rampant in virtual reality games, which are part of the metaverse, and there are few mechanisms to easily report the misbehavior, researchers said
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SAN FRANCISCO — Chanelle Siggens recently strapped on an Oculus Quest virtual reality headset to play her favorite shooter game, Population One. Once she turned on the game, she maneuvered her avatar into a virtual lobby in the immersive digital world and waited for the action to begin.
But as she waited, another player’s avatar approached hers. The stranger then simulated groping and ejaculating onto her avatar, Siggens said. Shocked, she asked the player, whose avatar appeared male, to stop.
“He shrugged as if to say: ‘I don’t know what to tell you. It’s the metaverse — I’ll do what I want,’” said Siggens, a 29-year-old Toronto resident. “Then he walked away.”
The world’s largest tech companies — Microsoft, Google, Apple and others — are hurtling headlong into creating the metaverse, a virtual reality world where people can have their avatars do everything from play video games and attend gym classes to participate in meetings. In October, Mark Zuckerberg, Facebook’s founder and chief executive, said he believed so much in the metaverse that he would invest billions in the effort. He also renamed his company Meta.
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