Online worlds are riskier for kids than we realize.
Several months ago, at the request of Congress, the Federal Trade Commission released a report explaining the risks children face when they play in virtual worlds. Virtual worlds, a quickly expanding market of online playgrounds, combine glitzy three-dimensional environments with social networking. Basically, users can lazily sit behind their computers, but still interact, communicate, and play with each other in these worlds via their avatars, cartoonized representations of themselves. Some of the games they can play, parents may be surprised to learn, push the boundaries of Larry Flynt’s wildest dreams.
Virtual worlds took off in 2007, with sites like the Disney-owned Club Penguin and the adult-oriented Second Life leading the charge. According to KZero Worldswide, one of several virtual worlds consultancies that have emerged in recent years, in 2009, an estimated 150 worlds were either live or in development, bringing in about $1.3 billion in revenue. In the next two years, an estimated 900 virtual worlds will hit the market, generating $9 billion in revenue. The numbers of users are growing just as fast, with kids lining up as the dominant consumers of these “metaverses,” as they’re called. Between the first and third quarter of 2009, KZero calculates that registered accounts in these worlds spiked 60 percent, from 419 to over 671 million — with over half of the accounts belonging to kids aged 10-15.
The social implications of this phenomenon aside, the numbers are shocking. So is the nature of the content that users can access. In its report, the FTC found that 70 percent of the worlds it reviewed contained some form of sexually explicit or violent material. Though the report mostly looked at explicit material in children’s virtual worlds, it did not focus on the most threatening material that children can access — material in adult virtual worlds, where minors are banned. There, a child can lie about his age and personal information, sneak in, and see and participate in acts that would make a locker room full of sweaty Duke lacrosse players blush.
Consider Red Light Center, a world meant for adults modeled after the “Red Light District” in Amsterdam. There, stiletto-heeled, corset-clad women and shirtless tattooed men can hobnob in bath houses, “Gay Alley,” hotel rooms, night clubs, or any number of places. Users can also pay a modest fee to get their virtual freak on and are even given an option to meet in the real world, if they want. The site’s catch phrase, after all, is “EXPAND your fantasy.” It’s like a virtual sex trade. In May 2009, about 15 percent of unique visitors to the Red Light Center were under the age of 18.
In another virtual world, the now defunct Sims Online, minors actually were participating in a sex ring. One girl, acting as a cyber-madam, prostituted other girls to cyber Johns at the going rate of $50 per encounter.
Then, there’s the lively Second Life, a world with infinite gaming possibilities, but for adults only. On the one hand, users can attend a Smithsonian exhibit, visit a park, or participate in border patrol simulations. On the other, users can pay modestly to customize their avatars with genitalia and studded torture toys, and proceed to the populated sex clubs. If that’s rousing, avatars can approach each other, strike a pose with the click of a mouse, and have virtual sex.
In one case in 2008, a British journalist (who disguised himself as a young girl avatar) ventured into a Second Life playground. Eventually, an adult male avatar approached the young girl and lured her first into his home, and then into his bedroom. He asked her to take her clothes off, explaining that he likes young girls in the real world. This occurred despite the fact that Second Life banned age-based role-playing several years ago. Another example: though public nudity is banned in Second Life, avatars can and have appeared naked publicly.
For its part, Second Life has segregated adult content away from regular content, so that users with G-rated interests, like art museums, do not have to see MA-rated material, like sex shops. Meantime, children who register as 13- to 17-year-olds are redirected from Second Life to Teen Second Life, a PG-rated virtual world. But what about minors who lie about their age, seeking access to the adult portions of Second Life? Ken Dreifach, a lawyer at Linden Lab, which operates Second Life, says that users must verify detailed age and account information before entering adult areas. Still, he admits that the screening process cannot, with certainty, keep all children who lie away.So what if an adult in Second Life is looking for sex and approaches what he thinks is another adult avatar, when in actuality a minor is controlling the avatar? Adults may not know that they, via their avatars, are diddling children, but Robin Fretwell Wilson, a professor at Washington and Lee specializing in juvenile law, argues that adults are liable just the same. Wilson thinks “Having sex with a minor, via its avatar, is still sexual assault.” Legal expert Joshua Fairfield, however, cautions against “moral panic… every technology will be used and misused by a small segment of the population.”
Whether you agree with Wilson or Fairfield, it’s clear that children are naturally interested in sex. According to Symantec, a security company, among the top words children search online, sex ranks fourth and porn ranks sixth. Virtual worlds give kids a new interactive way to access sex and sexual content. But what’s the big deal?
Research has shown that the line between virtual and factual reality is beginning to blur with the advent of these online playgrounds. Emotionally, users admit to finding more meaning and enrichment from their virtual friends and experiences than their real-world friends, as sad as that is. And physically, gadgets are being designed so that the user feels what his avatar feels in its world, like a pound on the chest from being punched. What’s next — a virtual vibrator? Actually, yes — “teledildonic” devices exist, that, when connected to a computer, bring a whole new level of reality to an avatar’s virtual sex.
Once upon a time, predators lurking in chat room and online porn were a parent’s worst nightmare. These days, children can lose their virtual virginity to an adult hooked up to a teledildonic device. With ineffective age screening as the only barrier to some of these virtual worlds, parental monitoring may be the only safeguard for a sexually curious 14-year old child.
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Joseph Minnaugh| 3.29.10 @ 9:49AM
You lost a lot of credibility with your gratuitous, inappropriate reference to Duke lacrosse players.
Irish Spectre| 3.29.10 @ 12:40PM
Say what?!!
Though unjustly accused of rape, those lax guys paid a couple of whores for the pleasure of their titillation, just like the perverts who dwell at these perverted web sites; in fact it's a wholly valid analogy.
Josh| 3.29.10 @ 9:39PM
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jim| 3.29.10 @ 10:01PM
sounds like the holoband culture in the Caprica series.
Pingback| 4.5.10 @ 12:35AM
The Watch – virtual worlds in the news : The Metaverse Journal – Virtual World News links to this page. Here’s an excerpt:
Prokofy Neva | 4.5.10 @ 3:36PM
Your concerns are real, and the media and public need to become more involved in these issues. Virtual worlds deserve more scrutiny and ultimately regulation by the FCC and FTC, not to kill their creativity and harm the publishing freedoms of game and world developers, or stop commerce, but in fact to ensure people's civil rights ranging from privacy to free speech to child protection, and to provide some means of disseminating the same kind of civilizational norms that a public school and a town hall disseminate in real life.
We accept that TV has governance and must refrain from misleading or false ads directed at children; we can accept that virtual worlds need regulation in the same way as well to prevent harm to the consumer and society at large. This must be vigorously and democratically debated, and leftist libertarians cannot be allowed to preempt the debate by screams of censorship, and rightwing conservatives can't be allowed to define the debate in terms exclusively of sexual morality (because basic issues like privacy, free speech, due process are also missing in virtual worlds).
Red Light District has shut down, it did not become commercially and technically viable for some reason. You exaggerate one widely-blogged character in the Sims Online, who was also the subject of a book, who was banned, who collected game money (not realy US $50) to use animations that were not pornographic in nature (the game was rated PG-13) along with text chat to create a bordello RP -- but no other children were harmed by this person who was in fact themselves an underage minor of 16 at the time. The entire thing was in fact deliberately incited and bruited to make good blog and book copy and ensure the careers of its authors ever more as pundits. No quantitative or qualitative study like the FTC's study referenced in fact found such phenomenon in reality as a persistent and tolerated phenomena in these worlds. Most game managers eject these sorts of miscreants immediately.
I asked the authors of the FTC study directly at a conference workshop what their findings were: were adults preying on children a greater problem, or were children inappropriately having sex with other children the problem?
The unambiguously stated that it was the latter. So parents need to look at the worlds their children visit, and pick worlds that have more adult supervision in the form of staff who direct play or at least deflect inappropriate play, and there are quite a few worlds structured in this way, like Whyville, and the parents simply have to be knowledgeable consumers.
In Second Life, you could not fly into the adult area unless you age-verified with a driver's license or passport, so it is not possible to lie about your age in order to reach actual public prostitution of the kind you are invoking. Even some enterprising kid who might try to use an adult's license would start to find checks on his behaviour by abuse reports of adults who have no interest in kids being in this area and keep them out on their own.
A bigger problem is that kids can lie about their age and go to the moderate area where, even like the PG-13 Sims Online, they can engage in rude and explicit behavior either with each other or adults who don't know they are kids. I personally don't see much of that in SL. I find most actual children who admit they are 9 years old, leave out of sheer boredom as there is no structured thing to do in SL like a war game or a casual game as there are in Sony Home or World of Warcraft of whatever.
A bigger problem I think is those adults who deliberately dress up as children as "ageplayers" and simulate sex between adults and children, which is prohibited in SL, but can be hard to eradicate, especially as the lobby of ageplayers is extremely aggressive and vindictive and zealously trying to desensitize and move the goal posts, as they do on the rest of the Internet as you can find from a simple Googling of stories like the coverage by the New York Times and other major outlets, and the enormous lengths gone to thwart or discredit investigative reporters.
Every time I see someone snottily raise the notion of "moral panic," I know I'm going to be hearing a defensive justification of something that people in fact are right to ask questions about -- "moral panic" is raised an indictment against those they see abrogaging the freedom of expression, but it also puts a politically-correct chill on the legitimate exercise of freedom of expression for everyone else who should be able to exam and discuss these worlds and in fact make laws about them that make sense in a just society.
It's *ok* to investigate these worlds and we need to do more of it. The real issue isn't that adults are causing 14 year olds to lose their virtual virginity; it's that other 14 year olds are. And as in real life, parents need to be the gatekeepers -- yet cynical geeks and libertarians who constantly deflect every public inquiry back to parents can't expect parents alone, when they work and when they cannot fight the media saturation their children now have on computers and handheld devices 24/7, to be the gatekeepers for the entire next generation and how they turn out. Society has to care, too. That's why Congress needs to be involved, there need to be laws, and there need to be liberal and democratic participation in governance of these spaces, just like any other area of human activity. They are not magical exempt realms where only coders get to control what is imagined and everone else has to be a hapless and horrified consumer.