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Metacrimes: The Emerging Threat In The Virtual World

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In the modern and rapidly evolving era of technology, the rise of the Metaverse is transforming our digital experiences into immersive three-dimensional virtual worlds accessible through VR headsets. However, these exciting possibilities also bring significant risks, including the emergence of a new type of crime known as metacrimes.

Metacrimes and Cybercrimes

Metacrimes refer to offences that occur within virtual environments, such as online games or virtual worlds. One of the most distinctive features of metacrimes is the nature of immersive VR attacks. These attacks feel real due to the immersive and spatial presence created by VR headsets.

These crimes can include virtual theft, fraud, and even virtual assault or harassment, where the impacts are confined to the virtual space.

Cybercrimes, on the other hand, are illegal activities that involve computers or networks and have real-world consequences. These crimes include hacking, identity theft, cyberstalking, online fraud, and the distribution of malicious software. Cybercrimes are recognized under existing legal frameworks and are subject to prosecution under various national and international laws.

Impact Of Metacrimes

The impact of metacrimes is particularly severe for vulnerable populations, especially children, who make up a significant portion of active Metaverse users. Verifying a child’s age online is difficult, raising concerns about grooming and minor abuse.

In a study by the Center for Countering Digital Hate, researchers spent 11 hours and 30 minutes recording user interactions on Meta’s Oculus headset in VRChat. They found that users, including children, encountered abusive behaviour approximately every seven minutes. Bullying, sexual harassment, and the manipulation of minors to use racist slurs and promote extremist ideas were rampant.

Lack Of Legal Norms For Metacrimes

Cybercrimes are addressed through a variety of legal norms and frameworks around the world. Many countries have enacted specific legislation to combat cybercrimes, such as the Information Technology Act in India, the Computer Fraud and Abuse Act in the United States, the General Data Protection Regulation (GDPR) in the European Union, and the Cybercrime Prevention Act in the Philippines.

Meanwhile, the legal norms for metacrimes are far less developed. Virtual environments, such as online games and virtual worlds, often operate under their own sets of rules and terms of service, which are created and enforced by the companies that own them. These internal regulations can address issues like virtual theft or harassment within the virtual space, but they lack the formal legal backing that cybercrime laws possess.

Challenges

Major tech companies like Apple, Meta, and Microsoft are heavily investing in the Metaverse, developing both hardware and software to enhance their platforms. A study predicts that by 2026, 25% of people will spend at least an hour daily in the Metaverse for activities like work, shopping, education, social media, and entertainment.

To combat metacrimes, some companies have introduced user controls like safety bubbles around avatars for protection. Despite these measures, the impact of metacrimes remains severe.

Interpol, in a white paper, emphasised the need for an effective law enforcement response to metacrime. As we continue to explore and expand the metaverse, understanding and addressing these emerging threats will be essential to ensuring a safe and secure virtual environment for all users.

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