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.