Gaming

Orange launches ‘Safe Zone’, an initiative available in Fornite that fights against cyberbullying in video games

Orange launches 'Safe Zone', an initiative available in Fornite that fights against cyberbullying in video games

November 14 (Portaltic/EP) –

Orange launched this Monday the initiative ‘Safe Zone’a project available in fortnite through which it is intended promote safety and respect in digital entertainment environmentsas well as raising awareness about cyberbullying situations to which some users are subjected.

The telephone company has expressed the need to implement “safe zones” in immersive technologies, such as web 3.0, the metaverse or virtual reality.

Thus, he has referred to “trusted services” as ‘Safe Zone’, which provides a safe space against cyberbullying on some of the main online gaming platforms, and which in Spain can be found in Fornite, although Soon it will also be incorporated into Roblox, as stated in a press release.

In this sense, users who are playing Fornite will be able to access the ‘Safe Zone’ at any time. Inside you will find a ‘Quiz Area’a game of questions in which the user will learn about responsible digital use, and you can also get rewards for achievements.

‘Safe Zone’ also includes a plan in case a potential bullying scenario. As Orange has explained, both victims and witnesses also have at their disposal a ‘Droid Area’. This section consists of a series of tips that guide the user on how to act in these situations.

Likewise, the project makes available the ‘Jump to get HELP’ button, through which players will be redirected to a help line belonging to the ANAR Foundationa non-profit organization that works to help children and adolescents at risk.

MORE THAN 20% OF PLAYERS SUFFER CYBERBULLYING

https://www.youtube.com/watch?v=TJy3ttSdts0

Although you are platforms offer “an exciting new experience of user”, according to Orange, also they lack “certain controls.” For this reason, the Orange Group has also launched ‘Safe Zone’ in other countries in parallel form.

Orange has reported that it is a social problem in which more than one 20 percent of gamers suffer from ‘cyberbullying’ at some point and the most of cases occur with children or adolescents.

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