Review
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Year 2025, Volume: 5 Issue: 2, 124 - 131
https://doi.org/10.57019/jmv.1658955

Abstract

References

  • Johns Hopkins Coronavirus Resource Center. (2020). Coronavirus COVID-19 global cases by the Center for Systems Science and Engineering.
  • Wiyono, B. B., Indreswari, H., & Putra, A. P. (2021). The utilization of “Google Meet” and “Zoom Meetings” to support the lecturing process during the pandemic of COVID-19. In 2021 International Conference on Computing, Electronics & Communications Engineering (ICCECE) (pp. 25–29). IEEE.
  • McGloin, R., Coletti, A., Hamlin, E., & Denes, A. (2022). Required to work from home: Examining transitions to digital communication channels during the COVID-19 pandemic. Communication Research Reports, 39(1), 44–55.
  • Tajan, N., Devès, M., & Potier, R. (2023). Tele-psychotherapy during the COVID-19 pandemic: A mini-review. Frontiers in Psychiatry, 14. https://doi.org/10.3389/fpsyt.2023.1060961.
  • Stephenson, N. (1992). Snow crash.
  • Joshua, J. (2017). Information bodies: Computational anxiety in Neal Stephenson’s Snow Crash. Interdisciplinary Literary Studies, 19(1), 17–47.
  • Ritterbusch, G. D., & Teichmann, M. R. (2023). Defining the metaverse: A systematic literature review. IEEE Access, 11, 12368–12377.
  • Rimol, M. (2022). Gartner predicts 25% of people will spend at least one hour per day in the metaverse by 2026. Gartner.
  • Interpol. (2024). Metaverse: A law enforcement perspective – Use cases, crime, forensics, investigation, and governance.
  • Norman, D. (2013). The design of everyday things: Revised and expanded edition. Basic Books.
  • Gómez-Quintero, J., Johnson, S. D., Borrion, H., & Lundrigan, S. (2024). A scoping study of crime facilitated by the metaverse. Futures, 157, 103338.
  • Wiederhold, B. K. (2022). Sexual harassment in the metaverse. Cyberpsychology, Behavior, and Social Networking, 25(8), 479–480.
  • Blackwell, L., Ellison, N., Elliott-Deflo, N., & Schwartz, R. (2019). Harassment in social virtual reality: Challenges for platform governance. Proceedings of the ACM on Human-Computer Interaction, 3(CSCW), 1–25.
  • Pluto VR & The Extended Mind. (2018). Virtual harassment: The social experience of 600+ regular virtual reality users.
  • Center for Countering Digital Hate. (2021). Facebook’s metaverse: One incident of abuse and harassment every 7 minutes. https://Counterhate.Com/Research/Facebooks-Metaverse/.
  • Nova, F. F., Rifat, M. D. R., Saha, P., Ahmed, S. I., & Guha, S. (2019). Online sexual harassment over anonymous social media in Bangladesh. In Proceedings of the Tenth International Conference on Information and Communication Technologies and Development (pp. 1–12).
  • Pater, J. A., Kim, M. K., Mynatt, E. D., & Fiesler, C. (2016). Characterizations of online harassment: Comparing policies across social media platforms. In Proceedings of the 2016 ACM International Conference on Supporting Group Work (pp. 369–374).
  • Masden, C., & Edwards, W. K. (2015). Understanding the role of community in online dating. In Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems (pp. 535–544).
  • Cote, A. C. (2017). “I can defend myself”: Women’s strategies for coping with harassment while gaming online. Games and Culture, 12(2), 136–155.
  • Fox, J., & Tang, W. Y. (2017). Women’s experiences with general and sexual harassment in online video games: Rumination, organizational responsiveness, withdrawal, and coping strategies. New Media & Society, 19(8), 1290–1307.
  • McLean, L., & Griffiths, M. D. (2019). Female gamers’ experience of online harassment and social support in online gaming: A qualitative study. International Journal of Mental Health and Addiction, 17(4), 970–994.
  • O’Leary, A. (2012). In virtual play, sex harassment is all too real. The New York Times.
  • Freeman, G., Zamanifard, S., Maloney, D., & Acena, D. (2022). Disturbing the peace: Experiencing and mitigating emerging harassment in social virtual reality. Proceedings of the ACM on Human-Computer Interaction, 6(CSCW2), 1–30.
  • Avery, J. (2010). Gender bender brand hijacks and consumer revolt: The Porsche Cayenne story. In Consumer behavior: Human pursuit of happiness in the world of goods (pp. 645–649).
  • Martin, K. D., & Smith, N. C. (2008). Commercializing social interaction: The ethics of stealth marketing. Journal of Public Policy & Marketing, 27(1), 45–56.
  • Lapidot-Lefler, N., & Barak, A. (2012). Effects of anonymity, invisibility, and lack of eye-contact on toxic online disinhibition. Computers in Human Behavior, 28(2), 434–443.
  • Ball, M. (2021). Framework for the metaverse: The metaverse primer. MatthewBall.vc.
  • Deloitte. (2022). The metaverse overview: Vision, technology, and tactics.
  • Vogels, E. A. (2021). The state of online harassment.
  • Winkelman, S. B., Oomen-Early, J., Walker, A. D., Chu, L., & Yick-Flanagan, A. (2015). Exploring cyber harassment among women who use social media. Universal Journal of Public Health, 3(5), 194.
  • Sum of Us. (2022). Metaverse: Another cesspool of toxic content.
  • Patel, N. J. (2021). Reality or fiction? Medium.
  • Clayton, M. (2022). Mother says she was virtually groped by three male characters within seconds of entering Facebook’s online world Metaverse. The Mail on Sunday, 29.
  • Park, D. (2022). S. Korean man sentenced to four years for sexual abuse in metaverse. Forkast.
  • Sharma, V. (2022). Introducing a personal boundary for Horizon Worlds and Venues. Meta.
  • Camber, R. (2024). British police probe virtual rape in metaverse: Young girl’s digital persona "is sexually attacked by gang of adult men". Daily Mail.
  • Faisal, A. (2017). Computer science: Visionary of virtual reality. Nature, 551(7680), 298–299. https://doi.org/10.1038/551298a.
  • Sun, Z., Zhu, M., Shan, X., & Lee, C. (2022). Augmented tactile-perception and haptic-feedback rings as human-machine interfaces aiming for immersive interactions. Nature Communications, 13, 5224. https://doi.org/10.1038/s41467-022-32745-8.
  • Oh, J., Kim, S., Lee, S., Jeong, S., Ko, S. H., & Bae, J. (2021). A liquid metal based multimodal sensor and haptic feedback device for thermal and tactile sensation generation in virtual reality. Advanced Functional Materials, 31(21). https://doi.org/10.1002/adfm.202007772.
  • Slater, M. (2009). Place illusion and plausibility can lead to realistic behaviour in immersive virtual environments. Philosophical Transactions of the Royal Society B: Biological Sciences, 364(1535), 3549–3557.
  • PDiniz Bernardo, P., Bains, A., Westwood, S., & Mograbi, D. C. (2021). Mood induction using virtual reality: A systematic review of recent findings. Journal of Technology in Behavioral Science, 6(1), 3–24.
  • Gutiérrez-Maldonado, J., Ferrer-García, M., Plasanjuanelo, J., Andrés-Pueyo, A., & Talarn-Caparrós, A. (2015). Virtual reality to train diagnostic skills in eating disorders: Comparison of two low-cost systems. Annual Review of Cybertherapy and Telemedicine, 2015, 75–81.
  • Gao, Y., Xu, Y., Liu, N., & Fan, L. (2023). Effectiveness of virtual reality intervention on reducing the pain, anxiety and fear of needle-related procedures in paediatric patients: A systematic review and meta-analysis. Journal of Advanced Nursing, 79(1), 15–30.
  • Belamire, J. (2016). My first virtual reality groping. Medium.
  • González-Tapia, M. I. (2023). Virtual emotions and criminal law. Frontiers in Psychology, 14, 1260425.
  • Lee, W. S. (2022). The role of criminal law in the metaverse. Legal Journal, 42, 177–202.
  • Kostenko, O., Furashev, V., Zhuravlov, D., & Dniprov, O. (2022). Genesis of legal regulation web and the model of the electronic jurisdiction of the metaverse. Bratislava Law Review, 6(2), 21–36. https://doi.org/10.46282/blr.2022.6.2.316.
  • Franks, M. A. (2017). The desert of the unreal: Inequality in virtual and augmented reality. UC Davis Law Review, 51, 499.
  • Van Royen, K., Poels, K., & Vandebosch, H. (2016). Help, I am losing control! Examining the reporting of sexual harassment by adolescents to social networking sites. Cyberpsychology, Behavior, and Social Networking, 19(1), 16–22.
  • Dadvar, M., & De Jong, F. (2012). Cyberbullying detection: A step toward a safer internet yard. In Proceedings of the 21st International Conference on World Wide Web (pp. 121–126).
  • Jhaver, S., Ghoshal, S., Bruckman, A., & Gilbert, E. (2018). Online harassment and content moderation: The case of blocklists. ACM Transactions on Computer-Human Interaction (TOCHI), 25(2), 1–33.
  • Castro, D. (2022). Content moderation in multi-user immersive experiences: AR/VR and the future of online speech. Information Technology and Innovation Foundation.
  • Qin, H. X., & Hua, Y. W. P. (2022). Identity, crimes, and law enforcement in the metaverse. arXiv.
  • Chirico, A., & Gaggioli, A. (2019). When virtual feels real: Comparing emotional responses and presence in virtual and natural environments. Cyberpsychology, Behavior, and Social Networking, 22(4), 220–226.
  • Dremliuga, R., Prisekina, N., & Yakovenko, A. (2020). New properties of crimes in virtual environments. Advances in Science, Technology and Engineering Systems Journal, 5(6), 1727–1733.

Sexual Crimes in Metaverse: New Frontiers in Forensic Psychology and Legal Challenges

Year 2025, Volume: 5 Issue: 2, 124 - 131
https://doi.org/10.57019/jmv.1658955

Abstract

Metaverse introduces novel challenges in the domain of criminal behavior, particularly concerning sexual abuse. Its defining characteristics—heightened presence, embodiment, anonymity, and decentralization—amplify risks and differentiate it from traditional digital platforms. Unlike conventional internet environments, Metaverse simulates real-life experiences with immersive realism, intensifying cybercrimes' psychological impact and necessitating a paradigm shift in legal and regulatory approaches. While digital threats such as the dissemination of pornographic material have long been recognized, behaviors like sexual harassment and assault have historically been addressed primarily within physical contexts. However, in Metaverse, the boundaries between virtual and physical harm are increasingly blurred, as illustrated by the first widely reported case of virtual rape in January 2024, involving the avatar of a young girl assaulted by other users in an immersive gaming environment. This paper, through a literature review, critically examines current psychological and legal perspectives on sexual abuse within the Metaverse. By synthesizing recent empirical findings and documented case reports, the results of this work highlight how immersive environments may exacerbate the psychological toll of virtual sexual victimization, hypothesizing the emergence of trauma responses comparable to those associated with physical assaults. Despite the severity of such experience, significant gaps remain in empirical research concerning the psychological consequences of sexual abuse in immersive virtual environments. This underscores the need for further investigation to better understand victim experiences and inform the development of effective therapeutic and protective measures. Moreover, current legal frameworks are ill-equipped to address offenses occurring in the Metaverse, constrained by definitional ambiguities and jurisdictional limitations. This paper identifies critical regulatory gaps and emphasizes the need for legal standards explicitly designed for immersive virtual contexts. By integrating insights from psychology, law, and technology, it advocates interdisciplinary approaches to redefine strategies for safeguarding users and addressing the complex ethical, psychological, and legal challenges posed by Metaverse.

References

  • Johns Hopkins Coronavirus Resource Center. (2020). Coronavirus COVID-19 global cases by the Center for Systems Science and Engineering.
  • Wiyono, B. B., Indreswari, H., & Putra, A. P. (2021). The utilization of “Google Meet” and “Zoom Meetings” to support the lecturing process during the pandemic of COVID-19. In 2021 International Conference on Computing, Electronics & Communications Engineering (ICCECE) (pp. 25–29). IEEE.
  • McGloin, R., Coletti, A., Hamlin, E., & Denes, A. (2022). Required to work from home: Examining transitions to digital communication channels during the COVID-19 pandemic. Communication Research Reports, 39(1), 44–55.
  • Tajan, N., Devès, M., & Potier, R. (2023). Tele-psychotherapy during the COVID-19 pandemic: A mini-review. Frontiers in Psychiatry, 14. https://doi.org/10.3389/fpsyt.2023.1060961.
  • Stephenson, N. (1992). Snow crash.
  • Joshua, J. (2017). Information bodies: Computational anxiety in Neal Stephenson’s Snow Crash. Interdisciplinary Literary Studies, 19(1), 17–47.
  • Ritterbusch, G. D., & Teichmann, M. R. (2023). Defining the metaverse: A systematic literature review. IEEE Access, 11, 12368–12377.
  • Rimol, M. (2022). Gartner predicts 25% of people will spend at least one hour per day in the metaverse by 2026. Gartner.
  • Interpol. (2024). Metaverse: A law enforcement perspective – Use cases, crime, forensics, investigation, and governance.
  • Norman, D. (2013). The design of everyday things: Revised and expanded edition. Basic Books.
  • Gómez-Quintero, J., Johnson, S. D., Borrion, H., & Lundrigan, S. (2024). A scoping study of crime facilitated by the metaverse. Futures, 157, 103338.
  • Wiederhold, B. K. (2022). Sexual harassment in the metaverse. Cyberpsychology, Behavior, and Social Networking, 25(8), 479–480.
  • Blackwell, L., Ellison, N., Elliott-Deflo, N., & Schwartz, R. (2019). Harassment in social virtual reality: Challenges for platform governance. Proceedings of the ACM on Human-Computer Interaction, 3(CSCW), 1–25.
  • Pluto VR & The Extended Mind. (2018). Virtual harassment: The social experience of 600+ regular virtual reality users.
  • Center for Countering Digital Hate. (2021). Facebook’s metaverse: One incident of abuse and harassment every 7 minutes. https://Counterhate.Com/Research/Facebooks-Metaverse/.
  • Nova, F. F., Rifat, M. D. R., Saha, P., Ahmed, S. I., & Guha, S. (2019). Online sexual harassment over anonymous social media in Bangladesh. In Proceedings of the Tenth International Conference on Information and Communication Technologies and Development (pp. 1–12).
  • Pater, J. A., Kim, M. K., Mynatt, E. D., & Fiesler, C. (2016). Characterizations of online harassment: Comparing policies across social media platforms. In Proceedings of the 2016 ACM International Conference on Supporting Group Work (pp. 369–374).
  • Masden, C., & Edwards, W. K. (2015). Understanding the role of community in online dating. In Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems (pp. 535–544).
  • Cote, A. C. (2017). “I can defend myself”: Women’s strategies for coping with harassment while gaming online. Games and Culture, 12(2), 136–155.
  • Fox, J., & Tang, W. Y. (2017). Women’s experiences with general and sexual harassment in online video games: Rumination, organizational responsiveness, withdrawal, and coping strategies. New Media & Society, 19(8), 1290–1307.
  • McLean, L., & Griffiths, M. D. (2019). Female gamers’ experience of online harassment and social support in online gaming: A qualitative study. International Journal of Mental Health and Addiction, 17(4), 970–994.
  • O’Leary, A. (2012). In virtual play, sex harassment is all too real. The New York Times.
  • Freeman, G., Zamanifard, S., Maloney, D., & Acena, D. (2022). Disturbing the peace: Experiencing and mitigating emerging harassment in social virtual reality. Proceedings of the ACM on Human-Computer Interaction, 6(CSCW2), 1–30.
  • Avery, J. (2010). Gender bender brand hijacks and consumer revolt: The Porsche Cayenne story. In Consumer behavior: Human pursuit of happiness in the world of goods (pp. 645–649).
  • Martin, K. D., & Smith, N. C. (2008). Commercializing social interaction: The ethics of stealth marketing. Journal of Public Policy & Marketing, 27(1), 45–56.
  • Lapidot-Lefler, N., & Barak, A. (2012). Effects of anonymity, invisibility, and lack of eye-contact on toxic online disinhibition. Computers in Human Behavior, 28(2), 434–443.
  • Ball, M. (2021). Framework for the metaverse: The metaverse primer. MatthewBall.vc.
  • Deloitte. (2022). The metaverse overview: Vision, technology, and tactics.
  • Vogels, E. A. (2021). The state of online harassment.
  • Winkelman, S. B., Oomen-Early, J., Walker, A. D., Chu, L., & Yick-Flanagan, A. (2015). Exploring cyber harassment among women who use social media. Universal Journal of Public Health, 3(5), 194.
  • Sum of Us. (2022). Metaverse: Another cesspool of toxic content.
  • Patel, N. J. (2021). Reality or fiction? Medium.
  • Clayton, M. (2022). Mother says she was virtually groped by three male characters within seconds of entering Facebook’s online world Metaverse. The Mail on Sunday, 29.
  • Park, D. (2022). S. Korean man sentenced to four years for sexual abuse in metaverse. Forkast.
  • Sharma, V. (2022). Introducing a personal boundary for Horizon Worlds and Venues. Meta.
  • Camber, R. (2024). British police probe virtual rape in metaverse: Young girl’s digital persona "is sexually attacked by gang of adult men". Daily Mail.
  • Faisal, A. (2017). Computer science: Visionary of virtual reality. Nature, 551(7680), 298–299. https://doi.org/10.1038/551298a.
  • Sun, Z., Zhu, M., Shan, X., & Lee, C. (2022). Augmented tactile-perception and haptic-feedback rings as human-machine interfaces aiming for immersive interactions. Nature Communications, 13, 5224. https://doi.org/10.1038/s41467-022-32745-8.
  • Oh, J., Kim, S., Lee, S., Jeong, S., Ko, S. H., & Bae, J. (2021). A liquid metal based multimodal sensor and haptic feedback device for thermal and tactile sensation generation in virtual reality. Advanced Functional Materials, 31(21). https://doi.org/10.1002/adfm.202007772.
  • Slater, M. (2009). Place illusion and plausibility can lead to realistic behaviour in immersive virtual environments. Philosophical Transactions of the Royal Society B: Biological Sciences, 364(1535), 3549–3557.
  • PDiniz Bernardo, P., Bains, A., Westwood, S., & Mograbi, D. C. (2021). Mood induction using virtual reality: A systematic review of recent findings. Journal of Technology in Behavioral Science, 6(1), 3–24.
  • Gutiérrez-Maldonado, J., Ferrer-García, M., Plasanjuanelo, J., Andrés-Pueyo, A., & Talarn-Caparrós, A. (2015). Virtual reality to train diagnostic skills in eating disorders: Comparison of two low-cost systems. Annual Review of Cybertherapy and Telemedicine, 2015, 75–81.
  • Gao, Y., Xu, Y., Liu, N., & Fan, L. (2023). Effectiveness of virtual reality intervention on reducing the pain, anxiety and fear of needle-related procedures in paediatric patients: A systematic review and meta-analysis. Journal of Advanced Nursing, 79(1), 15–30.
  • Belamire, J. (2016). My first virtual reality groping. Medium.
  • González-Tapia, M. I. (2023). Virtual emotions and criminal law. Frontiers in Psychology, 14, 1260425.
  • Lee, W. S. (2022). The role of criminal law in the metaverse. Legal Journal, 42, 177–202.
  • Kostenko, O., Furashev, V., Zhuravlov, D., & Dniprov, O. (2022). Genesis of legal regulation web and the model of the electronic jurisdiction of the metaverse. Bratislava Law Review, 6(2), 21–36. https://doi.org/10.46282/blr.2022.6.2.316.
  • Franks, M. A. (2017). The desert of the unreal: Inequality in virtual and augmented reality. UC Davis Law Review, 51, 499.
  • Van Royen, K., Poels, K., & Vandebosch, H. (2016). Help, I am losing control! Examining the reporting of sexual harassment by adolescents to social networking sites. Cyberpsychology, Behavior, and Social Networking, 19(1), 16–22.
  • Dadvar, M., & De Jong, F. (2012). Cyberbullying detection: A step toward a safer internet yard. In Proceedings of the 21st International Conference on World Wide Web (pp. 121–126).
  • Jhaver, S., Ghoshal, S., Bruckman, A., & Gilbert, E. (2018). Online harassment and content moderation: The case of blocklists. ACM Transactions on Computer-Human Interaction (TOCHI), 25(2), 1–33.
  • Castro, D. (2022). Content moderation in multi-user immersive experiences: AR/VR and the future of online speech. Information Technology and Innovation Foundation.
  • Qin, H. X., & Hua, Y. W. P. (2022). Identity, crimes, and law enforcement in the metaverse. arXiv.
  • Chirico, A., & Gaggioli, A. (2019). When virtual feels real: Comparing emotional responses and presence in virtual and natural environments. Cyberpsychology, Behavior, and Social Networking, 22(4), 220–226.
  • Dremliuga, R., Prisekina, N., & Yakovenko, A. (2020). New properties of crimes in virtual environments. Advances in Science, Technology and Engineering Systems Journal, 5(6), 1727–1733.
There are 55 citations in total.

Details

Primary Language English
Subjects Virtual and Mixed Reality, System and Network Security, Information and Technology Law, Social Psychology
Journal Section Review Articles
Authors

Giulia Melis 0000-0002-1957-1394

Merylin Monaro This is me 0000-0001-5598-691X

Early Pub Date June 23, 2025
Publication Date
Submission Date March 16, 2025
Acceptance Date May 4, 2025
Published in Issue Year 2025 Volume: 5 Issue: 2

Cite

APA Melis, G., & Monaro, M. (2025). Sexual Crimes in Metaverse: New Frontiers in Forensic Psychology and Legal Challenges. Journal of Metaverse, 5(2), 124-131. https://doi.org/10.57019/jmv.1658955

Journal of Metaverse
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Publisher
Izmir Academy Association
www.izmirakademi.org