Protecting young players in the Metaverse: raising awareness of the financial burden in multiple borderless virtual worlds1

Protecting young players in the Metaverse is one of the challenges, if not the most important, for the development of a sane and safe internet with regard to the emergence of new information and communication technologies. VR/AR headsets, sensors for motion recognition and geolocation, crypto-currencies and online gaming are already evidence of a highly demanding environment for personal data and an overexposed new generation. By adopting a multi-disciplinary approach combining technical, legal and ethical considerations, this article aims to provide, first, a comprehensive overview of the relationship between video games and the Metaverse. Both share a similar audience, young, in search of stimulation and entertainment, whose issues of cybersecurity, privacy and transparency are more topical than ever. It warns of an overly speculative environment, plagued by issues of microtransactions and crypto/gaming currencies, particularly for younger players. Second, it encouraged also at rethinking of regulations for the various third parties involved in the creation of this virtual world, with regard to EU anchorage for transparency and children-protected status.

Authors

Publication Details

Journal
Interactive Entertainment Law Review
Published
2025-05-28
DOI
https://doi.org/10.4337/ielr.2025.01.05
Primary Topic
FinTech, Crowdfunding, Digital Finance
Type
article
Field-Weighted Citation Impact
0.00
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article

Protecting young players in the Metaverse: raising awareness of the financial burden in multiple borderless virtual worlds1

Adèle Serio
Interactive Entertainment Law Review
FinTech, Crowdfunding, Digital Finance
article

Protecting young players in the Metaverse: raising awareness of the financial burden in multiple borderless virtual worlds1

Adèle Serio
article en

Abstract

Protecting young players in the Metaverse is one of the challenges, if not the most important, for the development of a sane and safe internet with regard to the emergence of new information and communication technologies. VR/AR headsets, sensors for motion recognition and geolocation, crypto-currencies and online gaming are already evidence of a highly demanding environment for personal data and an overexposed new generation. By adopting a multi-disciplinary approach combining technical, legal and ethical considerations, this article aims to provide, first, a comprehensive overview of the relationship between video games and the Metaverse. Both share a similar audience, young, in search of stimulation and entertainment, whose issues of cybersecurity, privacy and transparency are more topical than ever. It warns of an overly speculative environment, plagued by issues of microtransactions and crypto/gaming currencies, particularly for younger players. Second, it encouraged also at rethinking of regulations for the various third parties involved in the creation of this virtual world, with regard to EU anchorage for transparency and children-protected status.

Interactive Entertainment Law ReviewVol. 8(1)
Openalex Percentile: Top 80%
FinTech, Crowdfunding, Digital Finance
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Protecting young players in the Metaverse: raising awareness of the financial burden in multiple borderless virtual worlds1 — Adèle Serio · Interactive Entertainment Law Review (2025) | TGRS Research Map | TGRS