Immersive technology, risks and remedies

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Breakout session

Immersive technology allows users to blur the boundaries of virtual and ‘real’ life in multiple ways, including gaming and social interactions. As with many forms of ‘new’ technology, children and young people are often the early adopters who seek to explore the new frontiers of imagination and technological capability through what is commonly referred to as ‘XR’.

XR stands for ‘extended reality’ and is an umbrella term that covers virtual reality (VR), augmented reality (AR) and mixed reality (MR).

All XR tech takes the human-to-PC screen interface and modifies it, either by 1) immersing a user in the virtual environment (VR), 2) adds to, or augments, the user’s surroundings (AR), or 3) both of those (MR).

This breakout session explored XR technology in terms of child sexual exploitation and abuse, assessing potential risks as well as mitigation approaches to help reduce the threat and ensure the collective preparedness of the Alliance to deal with the implications of immersive environments.


Fraser Nicol
Fraser Nicol


PA Consulting

Amy Jordan
Amy Jordan

Director of Technology Policy


Anton Toni Klancnik
Anton Toni Klancnik

Specialist in Child Protection


Anne Hobson
Anne Hobson

Policy Manager

Meta, Inc.

Remy Malan
Remy Malan

Vice President, Trust & Safety
Operations and Public Affairs

Roblox Corp.

Evidence shows women and girls are increasingly experiencing harm in online spaces.

Amy Jordan, Director of Technology Policy, Ofcom

Moderation tools will need to evolve over time to adapt to new technologies.

Anne Hobson, Policy Manager, Meta, Inc.