Game mechanics for cyber-harm awareness in the metaverse

October 16, 2025 Β· Declared Dead Β· πŸ› arXiv.org

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Authors Sophie McKenzie, Jeb Webb, Robin Doss arXiv ID 2510.15180 Category cs.MM: Multimedia Cross-listed cs.CR, cs.CY Citations 0 Venue arXiv.org Last Checked 4 months ago
Abstract
Educating children and young people to be safe online is essential, especially as the metaverse, a next-generation internet blending immersive technologies, promises to reshape their interactions and amplify their experiences. While virtual reality offers fully immersive, highly interactive, and multi-sensory engagement, it also heightens cyber harm risks for young or vulnerable users. To address this, the CyberNinjas VR experience was developed to educate children aged 8 to 16 on safe metaverse behaviours, providing clear referral steps for harmful interactions. Understanding user engagement in metaverse gaming will aid the design of future VR environments which prioritize safety and inclusivity. This project analyses CyberNinjas to understand how game mechanics can foster cyber-safe behaviours.
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