Metaverse Developments
Europol highlights metaverse-native crimes and metaverse versions of existing crimes
“…historically law enforcement was generally slower in
developing capabilities for digitally committed crimes, we should as soon as
possible begin preparing for the emergence of the metaverse from a law
enforcement perspective.” Europol Innovation Lab
A recent Europol report, Policingin the Metaverse – What law enforcement needs to know, identified
various emerging and future crimes that may arise in the metaverse. These
include:
- Identity
theft and impersonation: Increasingly realistic virtual representations and
the use of sensors to track eye and face movement will offer more detailed
biometric information about users. This may enable more accurate impersonation,
identity theft, and more convincing deepfakes.
- Harmful
experiences for children: There are presently no effective age rating
restrictions for experiences offered in the metaverse. There have already been
cases of children being exposed to virtual reality (VR) strip clubs and ‘sex
condos’ in which people make their avatars have virtual sex. These environments
may make it far easier for predators to engage in grooming for sexual
exploitation of children. Haptics and other VR technology may add a sensory
dimension to these interactions.
- Child
labour: Metaverse platforms allow users to earn money, which could see
children engaged in work in the metaverse. Children may be exploited for
platform development projects and face pressure to engage in more and more
work. Money promised may potentially not be provided or distributed fairly.
- Terrorism:
The metaverse offers new avenues for propaganda, recruitment, and more
realistic training options, particularly with the development of “digital twins”.
Digital twins refer to virtual models that are designed to be an accurate
representation of real-world physical objects or places, for example a town
square, police station, or sports stadium. The metaverse may also enable the
development of a virtual Caliphate, white supremacist state, or other virtual
manifestations of ideologically idealised worlds.
ANZPAA recently attended INTERPOL’s annual STRATalks
seminar. During the event, researchers from University College London
identified 32 metaverse crime threat scenarios. In addition to those listed
above, these included cyber-physical burglary and personal attacks,
AI-generated child sexual abuse material, and incitement to self-harm.1
Decentralised digital planets
An innovative approach to a blockchain-run video game has
potentially paved the way for the development of a metaverse that no one owns or controls and that cannot be taken down.
The game, Dark Forest, exists entirely in blockchain smart
contracts, which are computer programs that are stored and executed by
blockchain. Once deployed, smart contracts can continue to exist forever unless
the creator builds in some sort of mechanism, or ‘killswitch’, to end them. Without this,
there is the potential for the game – or a possible metaverse – to exist as a
“digital planet,” both ungoverned and unending. Individual users could then
exist within and build upon the decentralised digital environment.
A future metaverse developed in this way could create
significant challenges for law enforcement. With no ‘owner’ or moderator of the
digital environment to work with, issues such as addressing metaverse harms,
content removal or tracking malicious actors may become near impossible.
Immersive harms
Advancements in metaverse technology have begun to move
toward simulating real-world physical harm. The founder of VR firm Oculus has
claimed to have partially developed aheadset that can kill its user in real
life if they die in a game. While the headset is not currently on the market, with its
creator noting there are a “huge variety” of weaknesses that could see users
killed at the wrong time, it does offer proof of concept for a range of
potential VR harms. Although this may seem outrageous, it targets those seeking
to “raise the stakes” of a game, and it is not the first attempt in this space.
In a less extreme example, Sony-backedcompany H2L is developing an armband
that translates metaverse pain into real sensations. The potential for haptic devices and “teledildonics” –
intended to simulate sexual experiences – to be used in non-consensual
circumstances has also been flagged.
This may include devices being hacked and no longer controlled by the user or a
delegated party (i.e. the user’s partner). This may also extend to child sexual
exploitation, with the potential for those engaging with livestreamed abuse
material to control the abuse themselves in real time. These developments could
make investigating sexual assault and child sexual abuse cases more
challenging, with victims experiencing real-world physical harm without
perpetrators physically present.
It’s not all bad news: INTERPOL metaverse creates opportunities for
international police collaboration
In October, INTERPOL launched the first globalpolice metaverse, designed to be used as a collaborative tool for law
enforcement worldwide. The INTERPOL metaverse offers a virtual representation
of INTERPOL’s headquarters in Lyon, France, and allows users to interact via
avatars and take part in immersive training courses in forensic investigations
and other policing capabilities.
1 For further information, please
contact [email protected]
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