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Game mechanics for cyber-harm awareness in the metaverse

Published: October 16, 2025 | arXiv ID: 2510.15180v1

By: Sophie McKenzie, Jeb Webb, Robin Doss

Potential Business Impact:

Teaches kids to be safe in virtual worlds.

Business Areas:
Virtual World Community and Lifestyle, Media and Entertainment, Software

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.

Country of Origin
🇦🇺 Australia

Page Count
7 pages

Category
Computer Science:
Multimedia