Time to fill: One minute
Synopsis: The purpose of the study is to find the rate of people who are harassed in social VR, a statistic which is difficult to find in the UK. Harassment in virtual spaces has a deep range of qualitative studies, investigating how people feel when they are impacted. The dearth of quantitative insights warrants a deeper dive into the actual rate of harm in virtual worlds.
Even if you have not personally been impacted, please consider filling the form; the purpose is to look into the rate of harassment on social VR platforms.
The research is done in partnership with Liudmila Bredikhina, a PhD student at the University of Malta.
Harassment definition: We have based the definition on a recent investigation into the area, with four characteristics: physical behaviors that disturb others; forced attention through voice chat; invasion of personal space; and an unequal dynamic between seniors and juniors.
You should only fill the form if you have:
- Played on a social VR platform (such as Rec Room, VRChat etc)
- Based in the United Kingdom
If you have been harmed in the past, and need further assistance, we recommend the following organisations to approach:
The Cyber Helpline,
Mind,
Glitch.
Data privacy: By filling the form, you consent to your data to be used by the Immersive Wire. The data will be used to tally numbers on the survey. None of the details will be used for email marketing purposes, and will only be seen by Thomas Ffiske and Liudmila Bredikhina. All respondents are anonymous and will not be contacted. For more information, please contact tom (at) immersivewire (dot) com.