03860nam a22005175i 4500001001800000003000900018005001700027007001500044008004100059020001800100024003500118050001400153072001600167072001700183072002300200072001600223072001600239100007700255245019700332250001800529264007900547300004100626336002600667337002600693338003600719347002400755505063700779520128801416650003502704650002102739650002302760650004302783650003802826650003102864650003502895650001802930650002702948700007702975700007603052710003403128773002603162776003603188776003603224776003603260856004603296978-3-031-61831-4DE-He21320251030112842.0cr nn 008mamaa240808s2024 sz | s |||| 0|eng d a97830316183147 a10.1007/978-3-031-61831-42doi 4aP95.8-.82 7aJFD2bicssc 7aJPQB2bicssc 7aSOC0520002bisacsh 7aJBCT2thema 7aJPQB2thema1 aGray, Joanne E.eauthor.4aut4http://id.loc.gov/vocabulary/relators/aut10aGoverning Social Virtual Realityh[electronic resource] :bPreparing for the Content, Conduct and Design Challenges of Immersive Social Media /cby Joanne E. Gray, Marcus Carter, Ben Egliston. a1st ed. 2024. 1aCham :bSpringer Nature Switzerland :bImprint: Palgrave Macmillan,c2024. aIX, 94 p. 1 illus.bonline resource. atextbtxt2rdacontent acomputerbc2rdamedia aonline resourcebcr2rdacarrier atext filebPDF2rda0 aPart I: What needs governing? -- Chapter 1: Introduction -- Chapter 2: Content Harms in Social VR: Abuse, Misinformation, Platform Cultures and Moderation -- Chapter 3: Conduct Harms in Social VR: Embodied Harassment, Gender-Based Harm and Toxic Cultures -- Chapter 4: Children and Social VR: Physiological, Psychological and Social Harms -- Part II: How do we govern? -- Chapter 5: Designing for Safety, Privacy and Inclusivity in Social VR -- Chapter 6: Trust and Safety in Social VR: Current Industry Practices -- Chapter 7: Regulating Social VR: Limitations and Tensions in Global Policy and Governance -- Chapter 8: Conclusion. aIn this ground-breaking book, we navigate the uncharted terrain of social virtual reality (VR), a technology that, while offering unprecedented immersive experiences, brings forth significant governance challenges. By merging theoretical insights with practical examples, the book examines the risks of harm in social VR environments, including both content and conduct issues. It charts a course for developing inclusive and safe social VR spaces that are respectful of diverse users’ rights and needs, laying out essential principles for policymakers, developers and regulators. The book is an urgent call to proactively shape the burgeoning field of VR for the betterment of all. Dr. Joanne E. Gray is a Lecturer in Digital Cultures at The University of Sydney, Chief Investigator at the International Digital Policy Observatory, and Commissioning Editor of the journal Policy & Internet. Dr. Marcus Carter is a Professor of Human-Computer Interaction at The University of Sydney and holds an ARC Future Fellowship on ‘The monetisation of children in the digital games industry’. Dr. Ben Egliston is a Lecturer in Digital Cultures at The University of Sydney and holds an ARC DECRA Fellowship on ‘Paying and playing: Assessing and regulating digital games-as-a-service’. 0aMass mediaxPolitical aspects. 0aVirtual reality. 0aAugmented reality. 0aMass mediaxMoral and ethical aspects. 0aTechnologyxSociological aspects.14aMedia Policy and Politics.24aVirtual and Augmented Reality.24aMedia Ethics.24aEmerging Technologies.1 aCarter, Marcus.eauthor.4aut4http://id.loc.gov/vocabulary/relators/aut1 aEgliston, Ben.eauthor.4aut4http://id.loc.gov/vocabulary/relators/aut2 aSpringerLink (Online service)0 tSpringer Nature eBook08iPrinted edition:z978303161830708iPrinted edition:z978303161832108iPrinted edition:z978303161833840uhttps://doi.org/10.1007/978-3-031-61831-4