Mon. Dec 6th, 2021


It was 2016, And Jordan is overwhelmed by Belamaya’s experience QuiVr, A new fantastic virtual reality game for the first time. Looking at her husband and cousin, she put on a VR headset and was immersed in a snowy scene. Represented by an isolated set of floating hands with an arrow, bow and hood, Bellamayer was now tasked with taking up arms to fight the enchanting armies of burning monsters.

But his excitement quickly turned sour. After entering online multiplayer mode and using voice chat, another player from the virtual world begins to rub, grab and pinch in his avatar. Despite his protests, the behavior continued until Belmeyer turned off the headset and left the game.

My colleagues and I have analyzed Feedback Of Belamire Next account He noticed a clear lack of sensation around his “first virtual reality grouping” and malicious behavior in the virtual space. While many hated the player’s actions and sympathized with Belamayer’s experience as “real” and “infringing,” other respondents were less sympathetic, they argued, had no physical contact, and always had the option of leaving the game.

Incidents of unwanted sexual interaction are by no means rare in existing social VR spaces and other virtual worlds, and many other disturbing virtual behaviors (e.g. Theft of virtual things) All has become very common. All of this leaves us with uncertainty about where “virtual” ends and “reality” begins, how to avoid importing real-world problems into the virtual world, and how to rule out the digital realm when it comes to injustice.

Now, with Facebook Forecast Metaverse is coming And the proposal to take our work and social interactions to VR has further emphasized the importance of dealing with malicious behavior in these spaces. Researchers and designers in the virtual world are increasingly focusing on a more proactive approach to virtual governance that not only tackles tasks such as virtual grouping once they occur, but also discourages such work in the first place while encouraging more positive behavior.

These designers aren’t quite starting from scratch. Multiplayer digital gaming – which has a long and sometimes long history of management Toxic Community ideas offer many ideas that are the key to understanding what it means to cultivate actively responsible and prosperous VR space. Multiplayer games help pave the way for a better future in VR by showing how we can harness the power of the virtual community and implement inclusive design practices.

Its law In the real world অন্ত at least in their current state দ্রুত the fast-paced digital environment isn’t well-placed to solve real mistakes. My own Research Ethics and multiplayer games have shown that players can resist “outside interference” in virtual matters. And there are practical problems: in fluid, globalized online communities, it is difficult to know how to adequately identify suspects and determine jurisdiction.

And of course, technology cannot solve all our problems. As a researcher, designer and critic To mark At the 2021 Game Developers Conference, tackling harassment in the virtual world requires profound structural change throughout our lives, both physical and digital. But if doing nothing is not an option, and if existing real-world laws may be inappropriate or ineffective, then we must turn to technology-based tools to actively manage VR communities.

At the moment, one of the most common forms of governance in the virtual world is reactive and punitive moderation based on user reporting that can be warned, suspended or banned. Depending on the exact size of the virtual community, these processes are often automated: for example, an AI can process and execute reports of users or content removal, or removal may occur after receiving a certain number of reports against a specific user.



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