Sexual Harassment in VR, The Proteus Effect and the phenomenology of Darth Vader —
and other stories….
I recently shared my experience of sexual harassment in Facebook/Meta’s Venues.
Within 60 seconds of joining — I was verbally and sexually harassed — 3–4 male
avatars, with male voices, essentially, but virtually gang raped my avatar and took
photos — as I tried to get away they yelled — “don’t pretend you didn’t love it” and “go
rub yourself off to the photo”.
A horrible experience that happened so fast and before I could even think about
putting the safety barrier in place. I froze.
It was surreal. It was a nightmare.
Since the development of VR, developers have been working towards creating ways
to engage with virtual reality for the benefit of humanity. Benefits like increased
human connection, augmented empathy, and new opportunities for education are
commonly listed as positive impact of VR’s potential. VR content generates patterns
of stimulation, including light photons for the eyes, acoustic input for the ears, and
tactile or haptic stimulators for touch. The way these stimuli are presented will give
the user a sense of immersion.
The immersive features lead to a sense of verisimilitude between oneself and the
programming through an all-encompassing setting created by three aspects of VR;
First is immersion itself, meaning that the user feels like they are in another
environment. Second, specific embodiment aspects to the technology gained by
users must have a sense of active presence. Third is the concept of embodiment,
feeling that the virtual body (avatar) is the physical body. Embodiment can be further
expanded reconsidering the components of an experience that feels similar
sensations towards a virtual body inside a virtual environment as toward the
biological body (and vice versa).
Virtual reality has essentially been designed so the mind and body can’t differentiate
virtual/digital experiences from real. In some capacity, my physiological and
psychological response was as though it happened in reality.
The Proteus effect is the tendency for people to be affected by their digital
representations, such as avatars, dating site profiles and social networking personas.
Typically, people’s behaviour shifts in accordance with their digital representatives.
A study took data from CharacTour, an app that has users take a personality quiz and
matches them with the fictional characters most like them – the data allowed the
researchers to see which characters people were attracted to. Whether good or bad
guy, people preferred characters like themselves.
This work suggests that what makes characters or avatars in the Metaverse ie. Daffy
Duck or Darth Vader – and what potentially makes these personas attractive to people,
is not that they are the inverse of who we are, but that they actually might echo pieces
of who we are,”
Darth Vader is one of the most popular villains of all time — note that in theory, a
prerogative of fiction is to provide us with the freedom to explore our dark side.
This brings me back to is it real? — is the Metaverse, or are the Metaverse(s) in current
development, intended to be real or not? If the purpose of Virtual Reality (the current
mode of human-computer interaction for immersive experiences) is to simulate real
life — and it has essentially been designed to viscerally, with all 5 senses (yes, smell can
be included), as real as technology permits — then we are designing non-fiction.
My experience of sexual harassment was, to say the least, shocking. Shocking because
I am not accustomed to be spoken to in such derogatory ways, maybe back in 1996,
but certainly not in 2021.The comments on my post were a plethora of opinions from —
“don’t choose a female avatar, it’s a simple fix.”, to “don’t be stupid, it wasn’t real”, “a
pathetic cry for attention”, “avatars don’t have lower bodies to assault”,“you’ve
obviously never played fortnite”, “I’m truly sorry you had to experience this” and “this
must stop”.
And I’m also sad. Sad that the current state of VR has been predominantly (and yes I
know there are positives forces out there) has been heavily driven by proponents of VR
is fiction — violence, sexual fantasies, and to be quite frank — hate. A world where the
Proteus effect runs rampant, and people are living out the Darth Vader of their
personalities. But in actual fact, VR is, was and continues to be designed to be nonfiction
to human physiology and psychology.
As we invite more and more people into VR, XR, AR, MR (and other Web 3.0 tools) we
need to become conscious to the fact the these are designed with “realness” as a key
component.
Ultimately, the decision is made. Virtual Reality, Metaverse, and other technologies are
designed for human interfacing. By design, to offer us ways to engage with the world,
supported, integrated and symbiotically with technology — and no matter how we
progress we will always be human and humans are real.
I like to imagine myself as an explorer. On a frontier that has yet to be explored, full of
anticipation, excitement, hope and with that — fear. But I am a determined woman
(with a strong community around me), not about to be deterred by 3–4 avatars to
scare or intimidate me.
What are your thoughts? I’d be happy to engage in conversations and discord to bring
this and similar conversations to the forefront.
To infinity and beyond,
Nina xo
Nina Jane Patel is the co-founder and VP of Metaverse Research for Kabuni. Patel is a movement psychotherapist and doctoral scholar, awarded the Wilkie Calvert Scholarship and was awarded by the Canada Council for the Arts for new research investigating the relationship of the body, movement and self-expression in the Metaverse.
Elevate Life - The Metaverse in Motion Podcast
www.ninajanepatel.com
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