The metaverse has a groping problem already

A woman was sexu­ally haras­sed on Meta’s VR social media plat­form. She’s not the first—and won’t be the last.

Last week, Meta (the umbre­lla company formerly known as Face­book) opened up access to its virtual-reality social media plat­form, Hori­zon Worlds. Early descrip­ti­ons of the plat­form make it seem fun and whole­some, drawing compa­ri­sons to Mine­craft. In Hori­zon Worlds, up to 20 avatars can get toget­her at a time to explore, hang out, and build within the virtual space.

But not everyt­hing has been warm and fuzzy. Accor­ding to Meta, on Novem­ber 26, a beta tester repor­ted somet­hing deeply trou­bling: she had been groped by a stran­ger on Hori­zon Worlds. On Decem­ber 1, Meta reve­a­led that she’d posted her expe­ri­ence in the Hori­zon Worlds beta testing group on Face­book.

Meta’s inter­nal review of the inci­dent found that the beta tester should have used a tool called “Safe Zone” that’s part of a suite of safety featu­res built into Hori­zon Worlds. Safe Zone is a protec­tive bubble users can acti­vate when feeling thre­a­te­ned. Within it, no one can touch them, talk to them, or inter­act in any way until they signal that they would like the Safe Zone lifted.

Vivek Sharma, the vice presi­dent of Hori­zon, called the groping inci­dent “abso­lu­tely unfor­tu­nate, ” telling The Verge, “That’s good feed­back still for us because I want to make [the bloc­king feature] trivi­ally easy and finda­ble.”

It’s not the first time a user has been groped in VR—nor, unfor­tu­na­tely, will it be the last. But the inci­dent shows that until compa­nies work out how to protect parti­ci­pants, the meta­verse can never be a safe place.

“There I was, being virtu­ally groped”

When Aaron Stan­ton heard about the inci­dent at Meta, he was trans­por­ted to Octo­ber 2016. That was when a gamer, Jordan Bela­mire, penned an open letter on Medium descri­bing being groped in Quivr, a game Stan­ton co-desig­ned in which players, equip­ped with bow and arrows, shoot zombies.

In the letter, Bela­mire descri­bed ente­ring a multi­player mode, where all charac­ters were exac­tly the same save for their voices. “In between a wave of zombies and demons to shoot down, I was hanging out next to BigBro442, waiting for our next attack. Suddenly, BigBro442’s disem­bo­died helmet faced me dead-on. His floa­ting hand appro­a­ched my body, and he star­ted to virtu­ally rub my chest. ‘Stop!’ I cried … This goaded him on, and even when I turned away from him, he chased me around, making grab­bing and pinching moti­ons near my chest. Embol­de­ned, he even shoved his hand toward my virtual crotch and began rubbing.

“There I was, being virtu­ally groped in a snowy fortress with my brot­her-in-law and husband watching.”

Stan­ton and his cofoun­der, Jonat­han Schen­ker, imme­di­a­tely respon­ded with an apology and an in-game fix. Avatars would be able to stretch their arms into a V gesture, which would auto­ma­ti­cally push any offen­ders away.

Stan­ton, who today leads the VR Insti­tute for Health and Exer­cise, says Quivr didn’t track data about that feature, “nor do I think it was used much.” But Stan­ton thinks about Bela­mire often and wonders if he could have done more in 2016 to prevent the inci­dent that occur­red in Hori­zon Worlds a few weeks ago. “There’s so much more to be done here, ” he says. “No one should ever have to flee from a VR expe­ri­ence to escape feeling power­less.”

VR sexual harass­ment is sexual harass­ment, full stop

A recent review of the events around Bela­mi­re’s expe­ri­ence publis­hed in the jour­nal for the Digi­tal Games Rese­arch Asso­ci­a­tion found that “many online respon­ses to this inci­dent were dismis­sive of Bela­mi­re’s expe­ri­ence and, at times, abusive and misogy­nis­tic … readers from all pers­pec­ti­ves grap­pled with unders­tan­ding this act given the virtual and play­ful context it occur­red in.” Bela­mire faded from view, and I was unable to find her online.

A cons­tant topic of debate on message boards after Bela­mi­re’s Medium arti­cle was whet­her or not what she had expe­ri­en­ced was actu­ally groping if her body wasn’t physi­cally touched.

“I think people should keep in mind that sexual harass­ment has never had to be a physi­cal thing, ” says Jesse Fox, an asso­ci­ate profes­sor at Ohio State Univer­sity who rese­ar­ches the social impli­ca­ti­ons of virtual reality. “It can be verbal, and yes, it can be a virtual expe­ri­ence as well.

Kathe­rine Cross, who rese­ar­ches online harass­ment at the Univer­sity of Washing­ton, says that when virtual reality is immer­sive and real, toxic beha­vior that occurs in that envi­ron­ment is real as well. “At the end of the day, the nature of virtual-reality spaces is such that it is desig­ned to trick the user into thin­king they are physi­cally in a certain space, that their every bodily action is occur­ring in a 3D envi­ron­ment, ” she says. “It’s part of the reason why emoti­o­nal reac­ti­ons can be stron­ger in that space, and why VR trig­gers the same inter­nal nervous system and psycho­lo­gi­cal respon­ses.”

That was true in the case of the woman who was groped on Hori­zon Worlds. Accor­ding to The Verge, her post read: “Sexual harass­ment is no joke on the regu­lar inter­net, but being in VR adds anot­her layer that makes the event more intense. Not only was I groped last night, but there were other people there who suppor­ted this beha­vior which made me feel isola­ted in the Plaza [the virtual envi­ron­ment’s central gathe­ring space].”

Sexual assault and harass­ment in virtual worlds is not new, nor is it realis­tic to expect a world in which these issues will comple­tely disap­pear. So long as there are people who will hide behind their compu­ter scre­ens to evade moral respon­si­bi­lity, they will conti­nue to occur.

The real problem, perhaps, has to do with the percep­tion that when you play a game or parti­ci­pate in a virtual world, there’s what Stan­ton descri­bes as a “contract between deve­lo­per and player.” “As a player, I’m agre­eing to being able to do what I want in the deve­lo­per’s world accor­ding to their rules, ” he says. “But as soon as that contract is broken and I’m not feeling comfor­ta­ble anymore, the obli­ga­tion of the company is to return the player to where­ver they want to be and back to being comfor­ta­ble.”

The ques­tion is: Whose respon­si­bi­lity is it to make sure users are comfor­ta­ble? Meta, for exam­ple, says it gives users access to tools to keep them­sel­ves safe, effec­ti­vely shif­ting the onus onto them.

“We want everyone in Hori­zon Worlds to have a posi­tive expe­ri­ence with safety tools that are easy to find—and it’s never a user’s fault if they don’t use all the featu­res we offer, ” Meta spokes­per­son Kris­tina Milian said. “We will conti­nue to improve our UI and to better unders­tand how people use our tools so that users are able to report things easily and reli­ably. Our goal is to make Hori­zon Worlds safe, and we are commit­ted to doing that work.”

Milian said that users must undergo an onbo­ar­ding process prior to joining Hori­zon Worlds that teaches them how to launch Safe Zone. She also said regu­lar remin­ders are loaded into scre­ens and posters within Hori­zon Worlds.

screenshot of Safe Zone interface from Meta
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screenshot of Safe Zone interface
Scre­ens­hots of Safe Zone inter­face cour­tesy Meta
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But the fact that the Meta groping victim either did not think to use Safe Zone or could not access it is preci­sely the problem, says Cross. “The struc­tu­ral ques­tion is the big issue for me, ” she says. “Gene­rally spea­king, when compa­nies address online abuse, their solu­tion is to outsource it to the user and say, ‘Here, we give you the power to take care of your­sel­ves.’”

And that is unfair and doesn’t work. Safety should be easy and acces­si­ble, and there are lots of ideas for making this possi­ble. To Stan­ton, all it would take is some sort of univer­sal signal in virtual reality—­per­haps Quivr’s V gestu­re—t­hat could relay to mode­ra­tors that somet­hing was amiss. Fox wonders if an auto­ma­tic perso­nal distance unless two people mutu­ally agreed to be closer would help. And Cross beli­e­ves it would be useful for trai­ning sessi­ons to expli­citly lay out norms mirro­ring those that prevail in ordi­nary life: “In the real world, you wouldn’t randomly grope some­one, and you should carry that over to the virtual world.”

Until we figure out whose job it is to protect users, one major step toward a safer virtual world is disci­pli­ning aggres­sors, who often go scot-free and remain eligi­ble to parti­ci­pate online even after their beha­vior beco­mes known. “We need deter­rents, ” Fox says. That means making sure bad actors are found and suspen­ded or banned. (Milian said Meta “[doesn’t] share speci­fics about indi­vi­dual cases” when asked about what happe­ned to the alle­ged groper.)

Stan­ton regrets not pushing more for industry-wide adop­tion of the power gesture and failing to talk more about Bela­mi­re’s groping inci­dent. “It was a lost oppor­tu­nity, ” he says. “We could have avoi­ded that inci­dent at Meta.”

If anyt­hing is clear, it’s this: There is no body that’s plainly respon­si­ble for the rights and safety of those who parti­ci­pate anyw­here online, let alone in virtual worlds. Until somet­hing chan­ges, the meta­verse will remain a dange­rous, proble­ma­tic space.

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Photo: Getty