Dubai Tech News

Kaspersky’s tips on how to protect digital identity in the new meta-universe

Emad Haffar, Head of Technical experts at Kaspersky

After the renaming of Facebook to Meta, virtual meta-universes (metaverses) have been discussed globally. International brands and even countries are planning to open their offices and implement projects in the virtual world. Over the past few years, the term metaverse has become very popular – it is mentioned in the context of Fortnite, Microsoft, Roblox, Minecraft, Balenciaga and Nike, as well within AR and VR technologies.

The term metaverse was coined by science fiction writer Neil Stevenson in 1992 in his novel Snow Crash. Stevenson’s metaverse is the next stage in the development of the internet: a common digital world that combines the “physical” with augmented and virtual reality.

People can connect to the metaverse as avatars and do everything as if they were in the real world: search for information, communicate, go shopping and work – but at the same time get away from reality and live in a virtual universe. A human avatar in the metaverse can be whatever it wants and own anything, and death does not have the same meaning as in the real world.

Some examples of fully-fledged digital worlds in popular culture can be found in the Matrix trilogy or Ready Player One, where the multiplayer online game OASIS has become an analog of the metaverse.

In addition to separate universes, virtual images are already gradually becoming part of modern reality. In the USA, the Alter Ego show was launched, where the contestants sing backstage while motion capture technology creates digital avatars that appear in their place.

“Our reality is ripe with data security and privacy challenges that we continue to overcome. As companies push their boundaries into making the Metaverse the next frontier for life and work, similar challenges, perhaps more complex in nature, are bound to overspill into our virtual world”, said Emad Haffar, Head of Technical experts at Kaspersky.

“Cyber criminals too are doubling down on more complex and targeted attacks and are always on the lookout for new ways to achieve their goals. Metaverse will become one of the gateways. Because we will be venturing into the unknown, it is important that users, like you and me, tread with caution. Start with using simple precautions like avoid sharing personal and financial information, and most importantly educate yourself on this new phenomenon” said Haffar.

Having accepted the fact that the metaverse is one of the elements of the future, users should think about the security of digital avatars and possible threats that could be relevant to metaverses:

  1. Identity theft and account hijacking by analogue with social networks and multiplayer games. This can potentially lead to:

2. Another important factor is social engineering, similar to dating services. Like in dating apps, and there sure will be metaverse analogues to them, people in virtual reality may not be who they claim they are, or might not have the best intentions.

This can lead to:

3. Privacy issues – Metaverses are like social media, just in a virtual reality, it’s because of these users need to be vigilant and protect their personal information (like passport data or their ticket number). More data about online privacy can be found here: From zero to online privacy hero in 5 steps.

4. Issues connected to blockchain. If, as in Decentraland, user’s identity is built on a wallet, then it is worth protecting it, as, for example, it is partly written here: Safe cryptotrading 101. Chapter: What are cryptowallets, and how do they store tokens?

5. Potentially children can also become active users of the metaverse. One of the striking examples is the Roblox game, which has been at the top of the most popular games among kids for a long time. At the same time, it is also important to foresee and ensure their safety from criminals, given that in VR, there are risks of encountering offenders.

More information about VR&AR security is available here: What are the Security and Privacy Risks of VR and AR.

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