Abstract

Recent technological advancements have facilitated novel forms of interpersonal violence, with technology-enabled coercive control (TECC) emerging as a pervasive yet under-recognized mode of abuse, particularly in Information Systems. Despite its growing prevalence, there remains a significant gap in understanding what constitutes TECC, compounded by ambiguous legal and cultural definitions. This underscores an urgent need to educate recognition and comprehension of TECC across key sectors, including victim-survivors, law enforcement, and frontline responders. Building upon existing scholarship in technology-facilitated abuse (TFA), this research-in-progress study employs a trauma-informed methodology to design immersive scenarios and prototype an early-intervention educational simulation. Utilizing virtual reality (VR), the simulation will depict subtle patterns of control, surveillance, and manipulation, fostering deeper awareness in digital contexts. Drawing on the Proteus Effect, comparative analysis of avatar characteristics, scene dynamics, and participant roles will inform future VR-based interventions and best practices. Findings will support effective prevention tools and enhance public education on digital abuse.

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