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How ‘CryptoPanties’ NFTs could help women enter the male-dominated metaverse

By Alma Fabiani

Feb 17, 2022

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When Mark Zuckerberg almost broke the internet—the dry toast memes did, not him so to speak—after officially introducing the world to Facebook’s (aka Meta’s) metaverse back in October 2021, one certainty became clear in most people’s minds. Zucko was about to face many of the same challenges he previously encountered on social media—like having to police harassment and regulate kids on his platforms—only this time, it would happen in the metaverse. Currently, the virtual platform is somewhat messy, experimental and, you guessed it, dominated by men. Though it will take us a while to solve the first two problems listed above, some companies are already looking into efficient ways to attract more women into the metaverse, and make them feel welcome too (so that they eventually stay in it).

Now picture this: you’re a female-identifying gen Zer. While you like to stay updated on what’s going on surrounding NFTs, the metaverse hype and cryptocurrencies, you’re also not that much into those things to be involved in the communities that have formed around them. And you probably already know why: it can be pretty intimidating trying to join male-dominated communities and virtual worlds, especially when the only experience you have to compare it to is social media platforms.

Enter female-led and sustainable Stockholm-based brand Rave Review and its upcoming launch of ‘CryptoPanties’ NFT collection created in collaboration with digital fashion collector RedDAO—an attempt at promoting diversity in the metaverse. The selection of panties as the entryway into the world of NFTs was an intentional one, as Rave Review shared in a press release. “The panties are an unexpected garment. Super feminine. It made the most sense to us to design pieces for the types of people we hope to see more of in the metaverse,” creative directors Josephine Bergqvist and Livia Schück explained.

 

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Like other NFT collections (which are more often than not geared towards men) the CryptoPanties will allow buyers—especially women, who are usually left out of the industry—to join an online community that is safe and welcoming. Rave Review’s precise goal for such new collectives is to gather the already existing high-end upcycling community on the blockchain.

But it’s not as easy as it sounds. To gently introduce women to the hows and whys of the metaverse, Rave Review has created an interactive play-by-play to get them started. “For one week, we will be releasing passwords through social media. When inserted to our website, they will unlock a number of challenges and get access to newcomer-friendly guiding instructions and FAQs,” the company shared. Completing these challenges will allow users to learn and explore crypto basics, sign up for pre-sales and gain early access to NFT reveals, all within a safe and accessible community.

Sales will open on 8 March 2022, International Women’s Day, on Rave Review’s CryptoPanties website.

Woman speaks out after being ‘gang raped’ in Facebook’s metaverse

By Alma Fabiani

Feb 3, 2022

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A woman has recently spoken out about being sexually harassed on Meta’s virtual reality (VR) social media platform. She’s not the first… and won’t be the last. Nina Jane Patel, a psychotherapist who conducts research on the metaverse, said she was left “shocked” after three to four male avatars sexually assaulted her in the umbrella company formerly known as Facebook’s VR platform.

“Within 60 seconds of joining — I was verbally and sexually harassed — 3-4 male avatars, with male voices, essentially, but virtually gang-raped my avatar and took photos — as I tried to get away they yelled — ‘don’t pretend you didn’t love it’ and ‘go rub yourself off to the photo’,” Jane Patel wrote in a Medium post on 21 December 2021.

The 43-year-old mother said it was such a “horrible experience that happened so fast” before she even had a chance to think about using “the safety barrier,” adding that she “froze.” She continued by confessing how both her “physiological and psychological” reaction was similar to it happening in real life. “Virtual reality has essentially been designed so the mind and body can’t differentiate virtual/digital experiences from real,” Jane Patel wrote.

While the whole concept of the metaverse is still in its early stages, Meta opened up access to its virtual reality social media platform, Horizon Worlds, back in early December 2021. Those lucky enough to get a hold of the futuristic universe described it as fun and wholesome, with many drawing comparisons to Minecraft and Roblox.

In Horizon Worlds, up to 20 avatars can get together at a time to explore, hang out, and build within the virtual space. But not everyone’s experiences have been this pleasant. As first reported by the MIT Technology Review, “According to Meta, on November 26, a beta tester reported something deeply troubling: she had been groped by a stranger on Horizon Worlds. On December 1, Meta revealed that she’d posted her experience in the Horizon Worlds beta testing group on Facebook.”

Meta’s response was to review the incident and declare that the beta tester should have used a tool called ‘Safe Zone’ which is part of a suite of safety features built into Horizon Worlds. Acting as a protective bubble users can activate when feeling threatened, within it, no one can touch them, talk to them, or interact in any way—until they signal their preferences to switch the feature off.

Speaking to The Verge just after news of the incident started circulating, Vivek Sharma, Meta’s Vice President of Horizon Worlds and a man, called the incident “absolutely unfortunate” and added, “That’s good feedback still for us because I want to make [the blocking feature] trivially easy and findable.”

After first reporting about her assault on the metaverse, Janel Patel shared that most comments she received on her post were people trying to put the blame on her and not her aggressors, “The comments were a plethora of opinions from — ‘don’t choose a female avatar, it’s a simple fix’, to ‘don’t be stupid, it wasn’t real’, ‘a pathetic cry for attention’, ‘avatars don’t have lower bodies to assault’, ‘you’ve obviously never played Fortnite’, ‘I’m truly sorry you had to experience this’ and ‘this must stop’.”

While it hasn’t been confirmed whether this precise incident was Patel’s, one thing is obvious—it’s not the first time a user has been groped in VR, which further proves that until companies work out how to protect participants, the metaverse can never be a safe place.

In October 2016, gamer Jordan Belamire penned an open letter on Medium describing being groped in QuiVr, a game in which players—equipped with bow and arrows—shoot zombies. Belamire described entering a multiplayer mode, “In between a wave of zombies and demons to shoot down, I was hanging out next to BigBro442, waiting for our next attack. Suddenly, BigBro442’s disembodied helmet faced me dead-on. His floating hand approached my body, and he started to virtually rub my chest. ‘Stop!’ I cried … This goaded him on, and even when I turned away from him, he chased me around, making grabbing and pinching motions near my chest. Emboldened, he even shoved his hand toward my virtual crotch and began rubbing.”

“There I was, being virtually groped in a snowy fortress with my brother-in-law and husband watching,” she continued. At the time, QuiVr developer Aaron Stanton and co-founder Jonathan Schenker immediately responded with an apology and an in-game fix—avatars would be able to stretch their arms into a V gesture, which would automatically push any offenders away.

A recent review of the events around Belamire’s experience published in the journal for the Digital Games Research Association (DIRGA) found that “many online responses to this incident were dismissive of Belamire’s experience and, at times, abusive and misogynistic … readers from all perspectives grappled with understanding this act given the virtual and playful context it occurred in.”

It’s highly important for people to understand that sexual harassment does not have to be a physical thing. It can be verbal, and yes, more recently, it can be a virtual experience as well. The nature of virtual reality spaces is such that it is designed to trick users into thinking they are physically in a certain space. It’s part of the reason why emotional reactions can be stronger in that space, and why VR triggers the same psychological responses.

In the end, the burning question is: whose responsibility is it to make sure users are comfortable? Meta hands off safeguarding responsibility to its users, giving them access to tools to ‘keep themselves safe’, effectively shifting the blame onto them. And that’s not right.

 

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