NSPCC research reveals offenders are using virtual reality to groom, sexually abuse and share illegal images of children

  • New NSPCC research highlights children are at risk of being sexually abused or exploited when using immersive technology such as VR headsets.
  • Study reveals insight from offenders who are desensitised and say viewing child sexual abuse material on VR headsets is “stupidly easy”.
  • Child Safeguarding & Immersive Technologies includes recommendations for technology companies, government, regulators, and law enforcement on how to tackle abuse in VR environments.

Today, the NSPCC have released a new study highlighting how virtual reality is putting children at risk of child sexual abuse and exploitation.

The new research entitled, Child Safeguarding & Immersive Technologies, was undertaken by Limina Immersivewho were commissioned by the children’s charity to assess what present and future risks children may face when using virtual reality.

The research paints a concerning picture of abuse taking place through immersive technology and illustrates the harm that children are already facing in these spaces.

This comes ahead of the Online Safety Bill being debated in the House of Lords this week and emphasises the important role regulation will play in tackling technology assisted child sexual abuse once this ground-breaking piece of legislation has been passed.

Key findings from the research include:

  • VR multiuser spaces provide opportunities for offenders to commit child sexual abuse and exploitation against a child.
  • ‘Phantom touch’* can mean that victims of VR sexual abuse experience the physical sensation of being touched without their consent.
  • Offenders are using simulated child sexual abuse games on the dark web and through private networks that “mirror” the way they would abuse children offline.
  • VR multiuser spaces can desensitise offenders with avatar disguise and anonymity ‘normalising’ their abusive behaviour.
  • Multiuser VR worlds invite the creation of tighter knit offender ‘communities’, allowing for the sharing of child sexual abuse material and harmful behaviours to amplify and escalate.

The research includes insight from law enforcement agencies and experts and contains in-depth interviews with specialist coverts, who for the first time are sharing their information about emerging technologies that may pose risks to children.

UK law enforcement’s Online CSA Covert Intelligence Team (OCCIT) said in the study: “Virtual reality and the metaverse have the potential to be a monumental hurdle for law enforcement, criminal justice, and the safeguarding of vulnerable people. The proposed technology may have implications not seen since the global explosion of internet technologies”.

Crucially, the research includes key recommendations for technology companies, government, regulators, and law enforcement agencies on how to address abuse that takes place on immersive platforms.

Recommendations include:

  • Technology companies must ensure immersive environments are safe by design for children by implementing robust child safety features and reporting systems.
  • Ofcom should work closely with other UK regulatory bodies to develop clear guidance on how immersive technology platforms must assess and respond to the child safety risks on their products.
  • Government must provide more guidance, funding and learning opportunities to law enforcement on how to deal with VR and simulated offences.
  • Government must review the Online Safety Bill (Act) on a rolling basis to ensure that emerging harms are adequately covered under the law.

The research includes testimony from victims who have been groomed in VR and includes an excerpt from “Exposing a VR Cult” by documentary filmmaker BrandonFM.

In the film, one victim who wished to remain anonymous, described their experience of being groomed in virtual reality. They said: “The mental scars that this whole experience has put on my mind are so extreme that I was recently diagnosed with Stockholm Syndrome… it was so normal for [the offender] to have relationships with minors, in the bubble that we lived in… I came out of that situation with severe trust issues, and I am not sure when things will go back to normal”.

The findings from this research are due to be presented to key politicians, government officials and charity partners at an event in Parliament today where the research and its recommendations will be presented to those influencing the new online safety regulatory regime currently making its way through Parliament.

This comes as YouGov research commissioned by the NSPCC shows that the public are concerned about the risks children may face in VR spaces.

When asked, three quarters (75%) of the public said they believe that 6–12-year-olds are at major or significant risk of child sexual abuse on the metaverse while 80% believe that 13-16 year olds are at risk.

Richard Collard, Head of Child Safety Online Policy at the NSPCC, said: “These shocking findings should be a wake-up call to us all about the harm young people are facing when engaging with immersive technology.

“Technology will continue to progress, and so must we to ensure that we can understand the existing and emerging risks that young people face in these virtual spaces.

“As the Online Safety Bill completes its passage through Parliament, it is vital that new and emerging technology forms a crucial part of the online safety regime. This will only be made possible through clear collaboration between educators, parents, policymakers, and the technology industry.”

A specialist covert officer, who was interviewed in the research, said: “Virtual reality headsets and VR spaces are already being misused by those with ill intentions.

“These technologies further expose children to the risk of abuse, whilst at the same time reducing opportunities for intervention, safeguarding and appropriate prosecutions. 

“2023 sees technology being abused in ways that we would not have accurately predicted 12 months ago.

“This underlines the need for legislators, law enforcement and technology companies to work closer together and at a pace that better reflects the rapidly evolving tech landscape.”    

Virtual reality helping victims to understand courtroom process

Victims and witnesses are set to use virtual reality headsets to familiarise themselves with giving evidence in court as part of a pioneering Scottish Government initiative to allay fears or discomfort around the process.

Ahead of giving evidence in court, the world-leading £500,000 virtual court project will allow victims to ‘walk through’ a 3-dimensional world, comprising actual videos of the court building where their case will be held. The system uses cutting-edge software to allow victims and witnesses to interact in a virtual environment that includes depictions of the people and objects they can expect to encounter when they go to court.

The project will enable victims and witnesses to be supported at all times by Victim Support Scotland (VSS) volunteers as they experience the virtual court environment. This will remove the need to travel to court prior to their hearing date, while allowing people to familiarise themselves with what can be an unfamiliar, daunting and often retraumatising environment.

The project – a partnership between VSS, tech provider Immersonal and CivTech, the world’s first successful public-sector-focused innovation accelerator – has delivered a working prototype for Glasgow Sheriff Court and the High Court in Glasgow with wider development and roll out over the next year. 

Cabinet Secretary for Justice and Home Affairs Angela Constance said: “We continue to put victims at the heart of the criminal justice system, their needs are an absolute priority.

“However victims and witnesses can naturally find giving evidence a daunting prospect. This unique project, using innovative technology to support and prepare victims for attending court, could prove transformative.

“It has the potential to reduce anxiety and additional trauma, and also reduces the need to travel often long distances for victims to familiarise themselves with a new environment before experiencing it ‘in real life’.

“We hope that this will reduce retraumatisation and anxiety, supporting victims to give the highest quality evidence.

“This project is part of the Scottish Government‘s wider work that has seen more than £93 million invested through the justice budget over the past five years to prioritise victims’ rights and needs. Our Victim Centred Approach Fund continues this important commitment, making £48 million available to victims’ organisations.”

Chief Executive of Victim Support Scotland Kate Wallace said: “Victims and witnesses often tell us of the retraumatising effects caused by giving evidence in court and that it can cause as much anxiety as the crime itself. 

“Victim Support Scotland strongly advocates for victims being able to give evidence remotely and in trauma-informed environments. 

“This virtual reality experience will provide just that and can be accessed through a headset available with the help of volunteers from Victim Support Scotland, as well as through laptops, smart phones and tablets thereby offering more choice and access about how to prepare for court at a time and place that suits the victim.”

Virtual reality brings fantasy garden to life for thousands of children

Global immersive technology company collaborates with Teapot Trust to create cutting edge VR experience 

An exciting collaboration between Edify and Teapot Trust will bring to life the transformative power of art therapy through virtual reality and a fantasy garden. 

The partnership between the East Lothian charity and the immersive technology company, with headquarters in both Glasgow and Abu Dhabi, comes as Teapot Trust prepares to host a show garden at this year’s RHS Chelsea Flower Show.   

Teapot Trust is a charity at the forefront of transformative mental health support that provides art therapy to children, young people and their families living with chronic conditions.

The Elsewhere Garden, designed by Scottish Swiss partnership SempleBegg, will showcase at the prestigious gardening event in May this year. The garden represents a child’s imagination as it blossoms in response to the freedom gifted by art therapy and is inspired by Willy Wonka’s factory, Oz and Wonderland.

Edify, a leading-edge tech company that builds innovative immersive technology platforms for learning and teaching is donating its time to the charity to create a virtual reality experience of the garden. 

This ground-breaking technology will provide a completely new context for art therapy where children and art therapists can connect, create, and explore in a digital realm. The impact will be far reaching, enabling increased access by overcoming geographical and physical barriers.

By bringing the garden to children (like those in a ward) who cannot physically leave hospital to explore outdoors, it will help them experience the world around them in a new way while introducing vital art therapy themes like increased communication, relaxation techniques, and mental coping mechanisms. 

Fergus Bruce, Senior Director at Edify said: “Central to Edify’s mission is making the ‘go anywhere, do anything’ superpowers of immersive technology accessible as widely as possible.

“With that in mind, we’re delighted to support the Teapot Trust and the vital work they do by ensuring that the ‘Elsewhere Garden’ can be experienced far beyond RHS Chelsea. We’ll do this by utilising both the Edify platform and the skill of our team to create a virtual experience of the actual garden which keeps its magic accessible and growing long after the event itself.” 

Edify and Teapot Trust were introduced through the Scottish Tech Army, a unique volunteer community bringing together tech experts and the third sector for the benefit of people and communities. 

Kirsty McIntosh of Scottish Tech Army added: “We are delighted to bring the Teapot Trust and Edify together.

“This is a great example of the tech for good ecosystem in action and we are excited to see how this collaboration will support the aims of the charity.”

Sarah Randall, CEO of Teapot Trust said: “The Elsewhere Garden has been created with the most incredible amount of passion, love and nurture so the ability to bring this to life in a virtual reality world to benefit thousands of children and young people who won’t experience the garden in real life is a wonderful opportunity. 

“The Edify platform will enable art therapists to join and guide children in a virtual experience while also giving the potential for children within an art therapy group to interact with each other within the digital garden. This is a tremendous asset to have, which is down to the overwhelming generosity and creativity which Edify has brought to the project.”

Art therapy techniques will be incorporated into the experience, with specific plants, views, and sensations being central to art therapy exercises and themes. This safe and controlled experience will help children grow confidence to navigate tech and tech-enabled learning in a fun, playful, and imaginative immersive experience, boosting their confidence and helping them understand that they can overcome barriers in their own lives.

One in four children and young people in the UK live with the pain and stigma of chronic health conditions that cause anxiety and depression. Almost a third of those aged under 21 who take their own lives have a long-term chronic illness.

The charity’s art therapy gives children and young people a release from the burdens of chronic illness allowing them to take some control, to express and process their feelings about their diagnosis, their treatment regime, and the impact of their condition on daily life.