Extended Reality (XR)

The emergence of Extended Reality (XR) technologies

The Issue: Understanding Extended Reality (XR) technologies

What is Extended Reality (XR)?

Extended Reality (XR) is an umbrella term for immersive technologies that merge the physical and virtual worlds. This includes:    

  • Virtual Reality (VR), which usually involves the user wearing a headset that displays a simulation of the real world 
  • Augmented Reality (AR), which enhances the real-world environment by overlaying digital elements 
  • Mixed Reality (MR), which integrates elements of VR and AR, to create a blended experience where the virtual and physical interact seamlessly.  

Although XR technologies have existed for decades, there has been a surge in interest, investment and availability in recent years, especially in workplaces and consumer leisure sectors. The global market for XR is forecasted to surpass $1.1 trillion by 2030. 

Augmented reality content for mobile phones is already widely available for consumers to use in app stores like Google Play and the Apple App store, Bespoke platforms are also being developed in industrial and workplace settings. Virtual reality content is available in various forms including gaming and education platforms and often includes use of a headset.   

What are the risks associated with these technologies?

XR presents a world of new experiences and opportunities for both adults and children to learn, play and interact with the world. Unfortunately, as with any emerging technology there is a risk that offenders may use these new environments to exploit children. 

The Alliance’s 2023 intelligence briefing on XR highlighted the risks posed to child safety, including opportunities for offenders to access victims, distribute child sexual abuse material, simulate abuse of virtual children, and use haptics to mimic real-world sensations like movement and force. Predators can also exploit ‘off-platforming’, where they move communication from XR environments to other platforms to groom children.  

In May 2024, we facilitated a roundtable discussion with leading experts to discuss key risks, challenges and opportunities to make the metaverse and technologies safer. A summary paper, Beyond the Headset, outlines the key issues discussed and opportunities for action.

Virtual reality users are usually isolated by the use of headsets, which can further exacerbate risks to children.  

We know perpetrators will find any crack in platforms they can penetrate. There’s a huge amount of work to be done, but also a lot of “ knowledge we already have.

Participant in WeProtect Global Alliance roundtable discussion on XR

Who is likely to be impacted?

Children form a significant portion of the XR (Extended Reality) user base, with gaming becoming an integral part of their daily lives. A 2023 WeProtect Global Alliance survey of children aged 7-10 revealed that they feel safest on private messaging apps and gaming platforms, even though these are often areas where online abuse occurs. 

Currently, many children worldwide cannot access these emerging technologies due to high costs, limited high-speed internet access, and the necessary hardware requirements. However, XR technologies are expected to become more prevalent in the near future as they become more affordable and accessible. 

Extended Reality (XR) statistics

$1.1 trillion – the predicted global XR market by 2030

75% of people believe children are at significant risk of sexual abuse when using VR technology

Four in 10 parents (41%) say they don’t know much, or anything, about the metaverse. Over half of children (53%) say the same.

The response: addressing the threat

Key measures that can be taken by taken by a range of actors to prevent harm to children as access to XR technologies include:  

Education and awareness 

  • Equip young people and parents with information about the potential hazards and ways to avoid them, including through school education. 

Technology  

  • Prevent children from accessing inappropriate content, via user authentication, age restrictions, age assurance mechanisms and parental controls  
  • Provide advice and education for children and their caregivers about managing risks 
  • Allow users to block or otherwise restrict interactions with other users 
  • Ensure content moderation systems are in place and work across platforms. 
  • Adopt Safety by Design approaches with children in mind and address different types of risk to children. 

Legislation  

  • Ensure XR risks are covered in existing or new legislation and polic.

Data and research 

  • Investment in research and development is urgently required to support criminal investigation and prosecutions. 

Involvement of children and young people 

  • Include children and young people in product development and testing to support Safety by Design  

Resources

beyond the headset roundtable paper
Beyond the headset: Charting a course for safer experiences for children in extended reality environments

Report summarising key themes and insights from a roundtable with members, focusing on potential harms in XR environments and current mitigations, including robust content moderation, age assurance, user authentication, Safety by Design and collective social responsibility. 

VR blog
Virtual reality risks to children will only worsen without coordinated action

WeProtect Global Alliance Executive Director Iain Drennan reflects on how without coordinated action, virtual reality risks to children will only worsen.

XR intelligence briefing
Extended Reality technologies and child sexual exploitation and abuse

WeProtect Global Alliance intelligence briefing, developed by Professor Emma Barrett OBE from The University of Manchester, aims to provide an overview of the latest information and trends on eXtended Reality (XR) and its potential impact on child sexual exploitation and abuse online.

GTA 2023
Global Threat Assessment 2023

Our Global Threat Assessment report aims to encourage evidence-based action, recommend solutions and measures based on the evidence, and highlight opportunities to prevent abuse before it happens.

What our members are doing

Below are just some of the ways our members are working to protect children and young people from potential Extended Reality threats.

nspcc immersive tech

NSPCC: Child safeguarding and immersive technologies

The research included interviews and focus groups with experts in emerging technologies, a literature review, primary data collection through visits to virtual reality platforms and additional desk-based research.

Based on the findings, and with support from Limina Immersive, the NSPCC has developed recommendations for government and industry on how to ensure children can remain safe in the metaverse.

unicef metaverse

UNICEF: The Metaverse, Extended Reality and Children

The report considers both positive and negative effects that virtual environments could have on children; the drivers of and predictions for the growth of the metaverse; and the regulatory and policy challenges posed by the metaverse. The report also recommends actions for government and private sector stakeholders to take in order to empower children and protect against or mitigate potential harms.

gaming and metaverse

BRACKET Foundation: Gaming and the Metaverse

UNICRI dives in the virtual world together with partners from the Bracket Foundation and Value for Good in the new report Gaming and the Metaverse: The alarming rise of online child sexual exploitation and abuse within the new digital frontier.

Page last updated on 24th November 2024