In a recent report by Members of the European Parliament (MEPs), while it is acknowledged that the current “virtual worlds” are primarily developed by companies located outside the EU, EU is encouraged to take on a leading role in their development. The report condemns technologies as being a source of addiction, “cyber sickness”, and a breeding ground for cyberviolence amongst other issues.
In its adopted text European Parliament resolution of 17 January 2024 on virtual worlds identifies that “the experience of virtual worlds can pose challenges to women; according to the European Institute for Gender Equality (EIGE), one in 10 women have experienced some form of cyber violence since the age of 15; whereas the UN Special Rapporteur on Violence Against Women has stated that new technologies ‘will inevitably give rise to different and new manifestations of online violence against women’.”. It also “highlights the need to have targeted studies and extended consultation with experts in different fields, […], in order to develop a legislative framework fit for the purpose; welcomes the work of the industry in this regards while underlining that more can be done.”
MEPs are hoping for a system that would promote awareness, educate citizens about the responsible use of these technologies, regulate the aforementioned issues, all while fostering international relationships.