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Selasa, 23 Desember 2025

Metaverse Ethics and Sustainability

 

Etika Metaverse dan Sustainability (Dengan Kutipan Akademik)

1. Metaverse sebagai Ruang Sosial–Teknologis

Metaverse bukan sekadar teknologi interaksi visual; ini merupakan ruang sosial digital yang imersif di mana pengguna saling berinteraksi layaknya di dunia nyata. Luigina Ciolfi et al. (2022) menyatakan bahwa ruang virtual seperti metaverse menciptakan konteks sosial baru di mana “virtual interactions can influence users’ perceptions and behaviors in the physical world,” sehingga konsekuensi etisnya tidak dapat diabaikan.

“Virtual environments are not mere technological artefacts; they support social practices, influence identity construction and ethical decisions.” – Ciolfi et al., 2022


2. Identitas Digital dan Anonimitas

Anonimitas di metaverse memberi kebebasan berekspresi, namun juga membuka peluang untuk perilaku yang menyimpang secara etis. Menurut Turkle (2015), aspek anonimitas dapat memunculkan disinhibition effect di mana pengguna mungkin bertindak berbeda ketika merasa tidak terikat pada identitas dunia nyata.

“Anonymity liberates… but also releases us from the social cues that normally limit behavior. The result is sometimes aggression and reckless expression.” – Turkle, 2015

Dalam konteks digital self, Pearson (2018) menegaskan bahwa identitas virtual menjadi bagian dari jiwa digital pengguna:

“Avatars are not just masks; they shape experiences, relationships, and perceptions of self.” – Pearson, 2018


3. Kepemilikan Aset Virtual

Ekonomi digital metaverse seringkali bergantung pada aset virtual (NFT, mata uang kripto). Buckingham Shum et al. (2021) menjelaskan bahwa ekonomi virtual memiliki implikasi sosial ekonomi nyata:

“Virtual asset economies […] are reshaping how value is created and exchanged, raising questions about fairness and access.” – Buckingham Shum et al., 2021

Etika sustainability menuntut bahwa sistem ekonomi metaverse harus mempertimbangkan kesejahteraan semua pemangku kepentingan (stakeholders), bukan hanya konsentrasi keuntungan pada segelintir pihak.


4. Kekerasan dan Pelecehan di Ruang Virtual

Kekerasan simbolik dalam ruang virtual di metaverse dapat memengaruhi psikologis pengguna secara nyata. Riva & Mantovani (2014) menunjukkan bahwa pengalaman imersif dapat menghasilkan emotional arousal yang setara dengan pengalaman fisik:

“Immersive mediated experiences elicit emotional and social responses as intense as real-world events.” – Riva & Mantovani, 2014

Karenanya, desain metaverse harus memasukkan kebijakan etika yang kuat untuk mencegah pelecehan dan kekerasan simbolik.


5. Privasi Biometrik dan Human Dignity

Metaverse bergantung pada data yang sangat personal seperti ekspresi wajah dan gerakan tubuh. Solove (2021) menyatakan:

"Biometric data is deeply personal; its misuse can lead to infringement of privacy and autonomy." – Solove, 2021

In technology ethics, biometric data is seen as part of human dignity because it is closely related to personal identity, not just technical information.


6. Metaverse Ethics as Part of Sustainability

Floridi (2023) emphasizes that technological ethics is not an add-on to design, but a foundation for responsible innovation:

“Responsible innovation demands embedding ethical reflection at every stage of technology design and deployment.” – Florida, 2023

The ethics of the metaverse are thus inseparable from the values ​​of sustainability: social justice , protection of self-esteem , and the sustainability of the digital and physical environment .


Bibliography (APA Style)

Note: If you need a bibliography in another format (MLA, IEEE, Chicago), I can customize that as well.

  1. Buckingham Shum, S., Ferguson, R., & Martinez-Maldonado, R. (2021). Virtual economics and ethical considerations in immersive environments . Journal of Digital Society, 14(2), 115-132.

  2. Ciolfi, L., et al. (2022). Social practices in virtual environments: Implications for ethics and design . International Journal of Human-Computer Studies, 164, 102847.

  3. Floridi, L. (2023). Ethics, governance and responsible innovation in digital technologies . Oxford University Press.

  4. Pearson, E. (2018). Avatars & identity in digital spaces . CyberPsychology Review, 6(1), 45-60.

  5. Riva, G., & Mantovani, F. (2014). Extending the self through the tools and the others: A general framework for presence and social presence in mediated interactions . In F. Biocca & B. Levy (Eds.), Communication in the Age of Virtual Reality (pp. 9-34). Routledge.

  6. Solove, DJ (2021). Understanding privacy (3rd ed.). Harvard University Press.

  7. Turkle, S. (2015). Reclaiming conversation: The power of talk in a digital age . Penguin Books.