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CYBERSECURITY FACTORS IN METAVERSE GAMES IN CHILDREN AND TEENAGERS

Bazan Z.D.L.; Mendez-Nina J.C. · VISUAL Review. International Visual Culture Review / Revista Internacional de Cultura (2025) · DOI: 10.62161/revvisual.v17.5806

Resumen

This study aimed to analyse the cybersecurity factors in metaverse games among children and teenagers based on 64 articles sourced from Scopus. It concludes that minors constitute the most significant number of users who disregard real-world rules. Children are the most vulnerable, with boys being more prone to addiction and girls being at higher risk. In the video game environment, preventive education is insufficient, as is the ability to detect cyber threats, which are considered minor offences. Online games increase interaction and information, foster innovation, and improve behaviour. Threats are classified as sexual, fraudulent, and those that violate dignity. Suitable regulations and active participation are recommended; understanding, analysis, and knowledge of dangers, along with the provision of resources, are deemed necessary.

Instituciones: Universidad de Ciencias y Humanidades