Papers
Topics
Authors
Recent
Search
2000 character limit reached

Game mechanics for cyber-harm awareness in the metaverse

Published 16 Oct 2025 in cs.MM, cs.CR, and cs.CY | (2510.15180v1)

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.

Authors (3)

Summary

No one has generated a summary of this paper yet.

Paper to Video (Beta)

No one has generated a video about this paper yet.

Whiteboard

No one has generated a whiteboard explanation for this paper yet.

Open Problems

We found no open problems mentioned in this paper.

Continue Learning

We haven't generated follow-up questions for this paper yet.

Collections

Sign up for free to add this paper to one or more collections.