A judge makes a ruling in virtual reality VR IRL

Illegal Actions in Virtual Reality: To Ban or to Punish?

The debate over whether actions in virtual reality (VR) that are illegal in real life should be banned or punished has gained significant attention. According to a recent survey conducted by Wiggin LLP, a leading media, technology, and brands law firm, a substantial majority of the public favors imposing restrictions on such actions within the VR realm.

Wiggin LLP commissioned ComRes to survey 2,003 British adults, revealing that 63% of respondents support restrictions on performing actions in VR that would be illegal in real life. In contrast, only 19% believe that users should have the freedom to do as they wish in VR, regardless of real-life legality. Additionally, over half of the respondents (58%) advocate for age restrictions on VR usage, and 41% expressed concerns about committing a crime in a virtual environment.

Alexander Ross, a partner in Wiggin’s Technology team, noted the paradoxical nature of these findings compared to the widespread acceptance of violence in online gaming. “These results are entirely at odds with the huge popularity of violent gaming. Many computer games contain violence of some kind and many make a feature of extreme violence. It is unlikely that large numbers of gamers lie awake at night worrying about the avatars they have terminated that day. It may be that the total immersion that VR technology provides blurs the boundaries with real life to such an extent that the regulation which currently governs more traditional media will be seen as wholly inadequate,” said Ross.

The survey also highlighted several major concerns among respondents regarding VR use:

  • 69% are worried about not being aware of real-world happenings while immersed in VR.
  • 59% fear a reduced sense of right and wrong during VR experiences.
  • 58% are concerned about the potential for VR addiction.
  • 55% worry that VR experiences could influence behavior even after use.

Ross emphasized the need for a cohesive approach to regulate VR, stating, “Like the internet, Virtual Reality does not respect nationality, and so we are using laws with legal boundaries to govern a technology with none. We probably need to agree on a common set of standards (outcomes that are universally accepted or rejected) and use that to drive our laws. Unfortunately, this is a process fraught with difficulties and delay, as anyone who has followed the debates around international climate change treaties will attest.”

As VR technology continues to advance and become more immersive, the call for regulatory measures grows louder. The concerns raised by the survey participants underline the urgency of establishing guidelines that protect users while navigating the virtual world. The challenge lies in balancing the immersive experience that VR offers with ethical and legal considerations that ensure a safe and responsible use of the technology.

In conclusion, the survey conducted by Wiggin LLP illustrates a significant public demand for restrictions on illegal actions in VR. As VR becomes increasingly integrated into daily life, it is crucial for lawmakers, technology developers, and the public to engage in meaningful dialogue to develop regulations that address these concerns while fostering the growth and potential of VR technology.