By Editorial Staff
As the boundaries between physical reality and the digital frontier continue to blur, the rapid expansion of Social VR platforms—such as VRChat, Rec Room, and Neos VR—has created a new paradigm for human interaction. However, this evolution has also birthed a complex and often overlooked crisis: the prevalence of harassment within the Metaverse. In a significant effort to quantify these experiences, prominent Japanese VTuber Virtual Bishojo Nem has partnered with Swiss VTuber and anthropologist Liudmila Bredikhina (known online as Mila) to launch a comprehensive international survey aimed at uncovering the realities of virtual misconduct.
Supported by the NPO Virtual Rights, a Japanese organization dedicated to the legal and social protection of digital identities, this initiative represents a critical attempt to move the conversation from anecdotal evidence to empirical, data-driven advocacy.
The Core Objective: Visualizing the Metaverse Reality
The primary goal of the collaboration between Nem and Bredikhina is to strip away the anonymity that often shields bad actors in virtual spaces. By gathering factual data, the researchers hope to provide a blueprint for developers, moderators, and policymakers to design safer, more inclusive virtual environments.
"This survey investigates harassment in social VR," the researchers noted in the study’s introduction. "Our purpose is to visualize the reality of harassment in the Metaverse and provide factual data to make our lives in the Metaverse freer, safer, and more enjoyable."
By focusing on user-reported experiences, the study seeks to shift the discourse surrounding the Metaverse. Instead of treating harassment as an inevitable byproduct of online gaming, the researchers intend to categorize the specific behaviors that undermine the safety of virtual citizens. The results of the survey are slated to be compiled into a public report, ensuring that the findings remain transparent and accessible to the broader community, all while strictly protecting the anonymity of the participants.
Chronology of Research and Engagement
The survey, which opened to the public on September 5, 2022, serves as the third major collaboration between Virtual Bishojo Nem and Liudmila Bredikhina. The duo has established a reputation for conducting sociological research within the VTuber community, having previously successfully executed two foundational studies: "How did COVID-19 accelerate virtual communication?" and the "Social VR Lifestyle Survey."
Timeline of the Initiative
- September 5, 2022: Official launch of the harassment survey, made available in both English and Japanese to capture a diverse, global user base.
- September 5–24, 2022: The active data-collection window, designed to capture a snapshot of user experiences over the previous 12 months.
- Post-September 2022: Data synthesis and analysis phase, leading to the eventual publication of the white paper detailing the findings.
The researchers set specific eligibility criteria to ensure the quality of the data: participants must have utilized social VR platforms with a head-mounted display (HMD) at least five times within the past year. This threshold ensures that respondents are "power users" who have spent enough time in virtual spaces to have a nuanced understanding of their community culture and safety risks.
Supporting Data: Investigating the Scope of Abuse
The survey is structured to address three critical pillars of inquiry that have long plagued online social platforms. By isolating these factors, Nem and Bredikhina hope to understand the "who, what, and how" of harassment:
- The Nature of Harassment: The study asks users to identify the specific forms of unwanted behavior they have encountered. This includes everything from verbal abuse and stalking to more complex forms of "digital groping" or physical boundary violations that are unique to the HMD experience.
- Intersectionality and Vulnerability: A key focus of the research is whether a user’s gender or sexual orientation correlates with their risk profile. By examining these demographics, the researchers aim to determine if specific groups are disproportionately targeted, which would necessitate more targeted moderation tools.
- Coping Mechanisms and Impact: The final pillar examines how users respond to abuse. Does the harassment lead to "platform flight"—where users abandon the software entirely—or do they utilize internal blocking and reporting tools? Understanding the extent of the psychological and social impact is crucial for developers trying to retain a diverse user base.
The survey is designed to be concise, taking between 3 to 7 minutes to complete, and explicitly warns participants against providing any personally identifiable information (PII). This emphasis on privacy is intended to encourage honest reporting from users who might otherwise fear retaliation or "doxing."

Official Responses and the Role of NPO Virtual Rights
The involvement of the NPO Virtual Rights adds a layer of institutional legitimacy to the project. As an organization operating within Japan—a country that has recently made strides in legalizing protections for digital figures—their support signals that the harassment of avatars is no longer viewed as "just a game."
In recent years, the Japanese legal system has set significant precedents regarding digital defamation. Notably, courts have begun to recognize that the harassment of a VTuber—even one represented by a digital avatar—constitutes real-world harm. This shift in judicial philosophy has empowered creators to take legal action against individuals who engage in targeted defamation or doxing. By aligning their research with organizations like Virtual Rights, Nem and Bredikhina are effectively bridging the gap between digital activism and potential future legal frameworks.
Implications: The Future of Virtual Safety
The importance of this survey cannot be overstated. As companies like Meta and various independent studios continue to push the "Metaverse" as the next iteration of the internet, the issue of user safety has become an existential challenge. If users feel unsafe in their virtual skin, the mass adoption of these platforms will inevitably stall.
The Problem of "Digital Presence"
In traditional online gaming, a player is represented by a character on a screen. In Social VR, the user’s physical movements are mapped to the avatar. This creates a psychological phenomenon known as "presence," where the brain perceives the virtual space as a physical environment. Consequently, when an avatar is harassed or touched without consent, the trauma experienced by the user is often felt with a startling level of physical and emotional intensity.
Advocacy and Policy
The findings from this survey will likely provide a baseline for future policy discussions. If the data shows that current reporting tools are ineffective or that specific platforms harbor toxic subcultures, it puts pressure on those companies to implement more robust safety measures. Furthermore, the collaboration between a Japanese VTuber and a European anthropologist highlights the global nature of this issue; harassment does not respect borders, and neither should the solutions.
A Call to Action
The researchers have heavily encouraged the community to share the survey, recognizing that the strength of their data depends on the breadth of the respondent pool. By moving beyond the insular bubbles of individual Discord servers or niche communities, they aim to create a report that accurately reflects the state of the Metaverse in 2022.
Conclusion: A Turning Point for Digital Citizens
The partnership between Virtual Bishojo Nem and Liudmila Bredikhina marks a pivotal moment in the sociology of the internet. By proactively investigating the darker side of the Metaverse, they are not merely documenting abuse; they are advocating for a future where virtual reality is defined by creativity and connection rather than fear.
As we await the publication of their report, the message is clear: the digital world is a reflection of our own, and the standards of behavior we accept there will eventually define our society at large. For those who inhabit these virtual spaces, this survey is more than just a questionnaire—it is an opportunity to help define the safety standards for the next generation of human interaction.
For those interested in participating or learning more about the methodology behind this research, the survey remains a vital touchstone for the ongoing conversation regarding digital rights and human dignity in the age of the Metaverse. As the industry matures, the work of Nem, Bredikhina, and the NPO Virtual Rights will likely stand as a foundational piece of evidence in the fight for a safer, more equitable virtual existence.








