世界经济论坛-元宇宙的社会意义(英)-2023-WN7

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1、In collaboration with AccentureSocial Implications of the MetaverseJ U LY 2 0 2 3Contents 2023 World Economic Forum. All rights reserved. No part of this publication may be reproduced or transmitted in any form or by any means, including photocopying and recording, or by any information storage and

2、retrieval system.Disclaimer This document is published by the World Economic Forum as a contribution to a project, insight area or interaction. The findings, interpretations and conclusions expressed herein are a result of a collaborative process facilitated and endorsed by the World Economic Forum

3、but whose results do not necessarily represent the views of the World Economic Forum, nor the entirety of its Members, Partners or other stakeholders.Images: Getty Images, Midjourney, UnsplashForeword 3Executive summary 4Introduction 51 Access and adoption 72 Psychological and physical health 143 Di

4、versity, equity and inclusion 234 Sustainability 315 Economic impact and empowerment 43Conclusion 51Glossary 52Contributors 54Endnotes 58Social Implications of the Metaverse2ContentsPrevious report:Demystifying the Consumer MetaverseForewordThe metaverse, which is a term for the next iteration of th

5、e internet, continues to garner research, development and investment interest around the world. Recent findings from Accenture indicate that the projected value of the metaverse is expected to reach $1trillion in the next three years, suggesting that the metaverse is already experiencing wide adopti

6、on. Furthermore, recent developments in generative AI will accelerate metaverse creation and growth, with the metaverse, in turn, providing a way for AI to reach consumers. While AI and metaverse announcements may compete for media attention, they are, in fact, partners in this digital evolution.The

7、 need to cultivate international dialogue and develop directional guidance is now more relevant than ever. The previous era of technology taught us that while innovation can be a powerful force for good, it can also exacerbate existing problems and create new ones. Building upon the lessons learned

8、from the development of the early internet, the World Economic Forum convenes thought leaders from the public and private sectors to collaboratively develop insights, strategies and frameworks to help ensure that the metaverse contributes to economic and social progress while protecting individual r

9、ights.This paper is a continuation of the World Economic Forums Defining and Building the Metaverse Initiative. In collaboration with Accenture, past outputs from this initiative have delved into the concepts of Interoperability in the Metaverse and Demystifying the ConsumerMetaverse.We are pleased

10、to present this second output from the value creation track: Social Implications of the Metaverse. It highlights the potential consequences and new opportunities of metaverse adoption and usage on individuals. These insights should help decision-makers think about technology development from a holis

11、tic lens and incentivize outcomes for a thriving and healthy society. Simultaneously, the governance track of this project has released its second output: Metaverse Privacy and Safety. It emphasizes key conversation areas so that the metaverse may be built with human rights, safety and privacy at it

12、s core. By presenting these insights, decision-makers are empowered to create a metaverse based on human-first principles that will positively impact individuals and society at large. Creating a metaverse that is not only economically viable, but also equitable, accessible, inclusive and safe requir

13、es consideration of human rights, equality and sustainability. These two publications are based on the inputs of a global, multistakeholder working group of more than 150 experts from academia, civil society, government, technology and business. The lessons from this process are informing global eff

14、orts to help realize the benefits, and mitigate the risks, of the metaverse.Kathryn White Responsible Metaverse Lead, Metaverse Continuum Business Group (MCBG), Accenture USACathy LiHead, AI, Data and Metaverse, Centre for the Fourth Industrial Revolution; Member of the Executive CommitteeDemystifyi

15、ng the Consumer MetaverseJ A N U A R Y 2 0 2 3In collaboration with AccentureSocial Implications of the Metaverse3ContentsF I G U R E 1Social value and implications of the metaverse: report overviewSelect the tabs to explore the five dimensions of the reportThe transformative power of technology can

16、not be denied, yet there are both opportunities and challenges in its application. At its core, the impact of technology, and thus the metaverse, is not solely defined by its capabilities but rather by collective behaviours, attitudes and approaches to its implementation. With the potential for sign

17、ificant disruption across industries, it is important to consider the implications of the metaverse on individual and collective well-being.The private and public sectors will play a critical role in signalling their demands and intentions with the metaverse through investment, development of metave

18、rse technologies and infrastructure, education and upskilling, as well as policy and regulation that mitigate risks while supporting innovation. Overall, awareness and understanding of the potentialities of technology is the first step in shaping individual and societal responses to it.This report a

19、ims to investigate these potentialities in the context of social implications derived from the use of digital technologies, analyse their potential for exacerbation in the metaverse and explore a non-exhaustive set of new individual and collective opportunities and challenges rooted in metaverse ado

20、ption and use. This report does so across the five dimensions laid out in Figure 1.Executive summarySocial Implications of the Metaverse4OpportunityIf digital infrastructure is established, the metaverse has the potential to help billions of individuals to access digital identities, education, finan

21、cial services, healthcare and new economic opportunities. ChallengeIf the establishment of metaverse infrastructure is delayed in certain regions, or metaverse applications do not support regional needs, the digital divide may be exacerbated.Access and adoptionPsychological andphysical healthDiversi

22、ty, equity and inclusionSustainabilityEconomic impact and empowermentContentsIntroductionIn todays world, technology has become an indispensable part of our daily routines, permeating almost every aspect of life. As discussed in the World Economic Forums previous publication on the consumer metavers

23、e, the metaverse will be built on various technologies and capabilities (see Figure2), which will increasingly blend physical and the virtual worlds. This seamless integration of physical and virtual realms is anticipated to further elevate technologys presence in our day-to-day activities. The rela

24、tionship between society and technology involves the constant interplay between the needs and desires of societies and the capabilities of technological systems. Just as society influences the creation of technological innovation, technology, in return, shapes the worlds economic and societal fabric

25、, values and norms.Ultimately, effectively navigating a dynamic and constantly changing technological, political and socioeconomic environment requires a human-first approach to building a metaverse that prioritizes social value. For the purposes of this report, social value is defined as outlined i

26、nFigure 3.F I G U R E 2Foundational metaverse technologies and capabilities as outlined in the paper Demystifying the Consumer MetaverseSource: World Economic Forum, Demystifying the Consumer Metaverse, 2023.Artificial intelligence (AI)5G (6G)BlockchainDigital twinsCloud and edge computingExtended r

27、eality (XR)While the metaverses nascent nature makes it difficult to predict an exhaustive list of its implications, some predictions of the metaverses potential impact can be made by drawing on quantitative and qualitative insights from current technological impact. This report aims to outline a no

28、n-exhaustive snapshot of possible positive and negative social implications and aims to guide the creation of a metaverse that prioritizes social value in its design and adoption.Social Implications of the Metaverse5ContentsF I G U R E 3Definition of social value through the metaverse and social imp

29、lications of the metaverseSocial implications of the metaversePositive or negative results of the design, adoption or use of the metaverse. These results can be intentional orunintentional.Social value through the metaversePositive impact on individuals, communities and the environment.Access and ad

30、optionPsychological andphysical healthEconomic impact and empowermentSustainabilityDiversity, equity and inclusionWhat is considered good today might not be good tomorrowTimeValue can be subjective to ones personal or cultural viewsContextThere may be uneven distribution of value across different ge

31、ographicsSpaceSocial Implications of the Metaverse6ContentsAccess and adoption: distribution of value in society1Social Implications of the Metaverse7ContentsIf the necessary digital infrastructure is established across the world, and usage gaps due to affordability and digital literacy challenges a

32、re closed, the metaverse has long-term potential to help billions of individuals access digital identities, education, financial services, healthcare and new economic opportunities. Conversely, if the biggest obstacles to metaverse participation and adoption connectivity, affordability, usability an

33、d digital literacy1 become more pronounced, it could lead to increased segregation among different demographics, socioeconomic groups and even nations2. This could occur if the establishment of metaverse infrastructure is delayed in certain regions, or metaverse applications do not support low-cost

34、hardware and older operating systems. Nations with the economic capabilities to invest in the growth and development of the metaverse may become the sole beneficiaries benefiting exponentially more from its evolving socioeconomic opportunities over time.Nonetheless, even with suitable infrastructure

35、 and regulations in place, the metaverse could still prove a significant hurdle for people or communities that have historically been digitally excluded. Their lack of access or experience using prior/existing technologies may need to be addressed to fully adopt and benefit from the offerings of the

36、 metaverse. The imperative is to ensure these communities have a voice in contributing to the development of the metaverse one that has local relevance in design and context while providing them with the requisite technologies and digital skilling.Social Implications of the Metaverse8ContentsCritica

37、lImportantVariableThe metaverse must Be accessible on affordable hardware, including lower specification smartphones and desktops Be accessible via older operating systems Have low bandwidth requirements (e.g.3Gaccessibility) Include foundational safety, privacy andsecurity Be 2D-accessible Have acc

38、essibility features Have intuitive user onboarding* Have intuitive user experience.*The metaverse should Have a degree of offline functionality Include collaborative tools andfeatures* Support multiple languages (including key languages in developing regions) Allow methods of communication between u

39、sers (speech, text and/or voice) Be accessible without legal IDverification Offer a diverse range of avatars Have digital identity and wallet standards Offer interoperability between digitalworlds.The metaverse may, depending on the experience Offer customizable avatars Offer XR (VR, AR and MR) func

40、tionality Support OpenXR standard Support a comprehensive range of globallanguages Provide experience personalization.Note: *Intuitive user onboarding andexperience refer to the design and implementation of a user interface and interactions that are easy to understand and navigate without requiring

41、extensive instructions or guidance.Note: *Collaborative tools and features in the metaverse refer to virtual technologies and platforms that enable multiple users to engage and interact with each other in a shared digital space, promoting collaboration and socialization.1 Access and adoptionBase req

42、uirements for accessing the metaverseThe base requirements for using the metaverse may vary depending on the experience and target participants. To promote the inclusion of as many communities and individuals as possible, the elements in Table 1 focus on broad accessibility and affordability to maxi

43、mize potential for mass adoption.Some metaverse experiences may require high-specification devices, the latest operating systems, high-speed internet or a VR headset to access the experience. This could exacerbate a class system where some people have better access than others to the best devices, e

44、xperiences and opportunities.Certain essential services, such as in the education, financial and healthcare sectors, should be fully functional with only “critical” and “important” elements, and not rely on additional features, to expand accessibility to a wider audience. In contrast, retail, art an

45、d entertainment experiences such as shows, concerts or gaming, would be more likely to add in more “variable” features to enhance the user experience.TA B L E 1Elements of a metaverse minimum viable product (MVP)B O X 1Token-gated experiences and commerceToken-gated commerce and applications,3 which

46、 facilitate exclusive access to products, services or experiences through non-fungible tokens (NFTs), could also be a barrier for individuals without the financial resources to afford the required NFT to gain access, or the digital literacy to acquire and store the token. Public and private sector o

47、rganizations must carefully consider whether it makes sense for them to provide features such as gated access to metaverse experiences. This is especially important when it comes to essential services such as education and healthcare, since users in the metaverse could be restricted from services an

48、d experiences based on whether they hold a specific token or digital identity. This should be considered as an additional lens of access and adoption, separate from access to the devices and connectivity itself, and is dependent on the extent to which web3 plays a role in the metaverse.Social Implic

49、ations of the Metaverse9Contents1 Access and adoptionAccess to educationEducation mobility (changes in levels of formal education) and social mobility (change in a persons socioeconomic situation) are closely correlated.4 Thus, the metaverse, through its potential to open new educational and re-skil

50、ling opportunities on a global scale, may lead to direct, positive impacts on an individuals or societys future and quality of life.The metaverse can provide a new opportunity to democratize education on a global scale, with classes enhanced by interactive and AI-assisted features to boost learning

51、efficacy and efficiency. Access to education through immersive, embodied experiences, as opposed to learning abstract ideas, enables students to “become the archaeologist”.5 This can increase exposure to a greater range of experiences that inform job prospects and incentivizes purpose-led education,

52、 particularly for users from disadvantaged socioeconomic backgrounds or remote geographies with a more limited range of job inspiration.C A S E S T U D YMetaverse entrepreneurs Exponential Destiny is an organization focused on training youths from underserved communities to help re-skill them as mod

53、ern-day “metaverse entrepreneurs”, by employing immersive and experiential teaching through VRand AR. It also uses XR technologies, otherwise known as spatial computing, to assist social-impact and cultural organizations (non-governmental organizations and museums) by bringing education, awareness a

54、nd empathy to their causes in unique simulations.Social Implications of the Metaverse10ContentsC A S E S T U D YWhose Metaverse?The Whose Metaverse?9 learning platform is home to a variety of immersive educational courses for students to build digital skills and co-create in the metaverse. It offers

55、 courses on emerging technologies, including metaverse basics, generative AI, NFTs and creativity, and promotes a hybrid model whereby students meet in a physical location, such as a community hub in Harlem, to collaborate, learn and become creators with metaverse and web3 technologies. This model c

56、ould be replicated in rural areas and regions with limited connectivity, where the hub acts as a meet-up point for students to develop digital skills together and collaborate with other hubs via the metaverse. This approach can be highly impactful for remote communities and marginalized students, as

57、 learning retention via immersive learning is 75% more effective,10 and students are 275% more confident in applying skills11 learned in immersive settings when compared to physical classroom study. 1 Access and adoptionA new learning environment for digital literacy and skilling Ironically, the met

58、averse itself can provide the runway for better digital literacy, digital skilling and education to take advantage of the opportunities of technology in its entirety. The metaverse can provide a new opportunity to onboard participants into the digital sphere and its economies and serve as a training

59、 ground for developing digital literacy at scale.The World Economic Forums Education 4.0 Alliance6 (or “Reskilling Revolution”) states that the skills of the future should focus on creativity, analytical thinking, digital literacy, AI and collaboration7 all skills the metaverse will be well position

60、ed to facilitate teaching on, within its interactive settings. Nvidia chief executive officer Jensen Huang recently stated that the proliferation of new AI tools has already significantly lowered the barrier to entry for learning computer programming.8Social Implications of the Metaverse11Contents1

61、Access and adoptionGrounds for new identity There are around 1 billion people worldwide with no legal identity,12 who therefore cannot open a bank account, get a loan or vote. The majority live in low-income countries, where almost 45% of women and 28% of men lack a legal ID. Ensuring everyone has a

62、 legal identity by 2030 is one of the UNs Sustainable Development Goals (SDGs).The provision of digital identities in the metaverse must be carefully considered by regulators, as well as public and private sector organizations, to ensure those without a legal ID are not excluded from obtaining a dig

63、ital ID. There are trade-offs to data privacy that must be considered, as well as complications related to cybercrime, financial crime and other abuse that may arise from a user being able to create multiple IDs.13 An ecosystem of trusted digital identity issuers will be key to ensuring individuals

64、are not excluded from new educational, financial and social opportunities because they cannot obtain a digital ID, while introducing levels of trust to minimize potential for fraud.The metaverse may offer a new means of providing identities to those who do not currently exist in ID systems and serve

65、 as a potential pathway towards inclusive access to educational, financial and other services. In addition to facilitating provision of unique and immutable identities, blockchain technology, via tokenized digital IDs, represents an opportunity to provide digital property rights and data ownership t

66、o the ID holder. This would allow the individual to build up their reputation and benefit socially and economically from the development and achievements of their identity in the metaverse, while maintaining ownership of personal data.In digital worlds, different experiences may call for different a

67、pproaches to digital identity. In some applications, such as media and entertainment, anonymous or pseudonymous identities may be suitable, whereas banking, education or work-related experiences may require legal identification. In some metaverse experiences, anonymous identities may remove potentia

68、l bias or discrimination the individual might otherwise experience because of their real-world identity, such as when applying for jobs, or in workplace/social scenarios.However, it is important to consider that anonymous identities can increase the risk of malicious behaviour. This risk may be miti

69、gated by promoting a trust network, which allows individuals to request trusted digital IDs and proof exchange protocols to exchange proof of identity in a privacy-preserving way.Social Implications of the Metaverse12Contents1 Access and adoptionAccess to healthcareHealth equity is achieved when eve

70、ryone can attain their full potential for health and well-being.14 Global organizations including the World Health Organization (WHO) and initiatives such as the World Economic Forums Global Health Equity Network (GHEN) have promoted health equity as a critical objective, creating a future where hum

71、an and climate sustainability become a reality. Historically, digital technology has played a key role in improving health equity. Edison Alliance partners have so far brought 90 million people access to digital healthcare services such as remote care, telehealth platforms and telemedicine services.

72、 One example is the collaboration between Apollo Hospitals and American Tower Corporation (ATC), which launched five digital dispensaries in rural India to provide 250,000 local individuals with primary, preventive and specialty teleconsultation services.15 The metaverse may support a sizable leap i

73、n the evolution of these services, enhancing the efficiency of healthcare provision in an immersive, realistic and more personalized medium. AI will further provide real-time diagnoses of illnesses with increased accuracy.Across the world, low-to-middle and high-income nations still face significant

74、 workforce challenges and burdens in the healthcare sector. However, countries with the lowest relative need have the highest number of healthcare workers, while countries with the greatest need have fewer professionals Africa shoulders over 22% of global disease but has only 3% of health workers.16

75、 The metaverse could facilitate patient screenings, remote surgeries and digital therapeutics with healthcare specialists from across the world, potentially helping to mitigate a shortage of local specialists. Lack of connectivity remains a challenge in regions that need modern healthcare services t

76、he most. One solution is for governments to establish local hospitals and digital dispensaries in these areas, with internet connectivity and communal hardware devices that can be accessed and used by patients.Social Implications of the Metaverse13ContentsPsychological and physical health2Social Imp

77、lications of the Metaverse14ContentsC A S E S T U D YVirtual reality innovation for cognitive health UC San Francisco-based Labyrinth VR, a spatial wayfinding game, helps elderly individuals to boost their long-term memory.29 Moreover, the company Mindmaze enables evidence-based, protocolized therap

78、ies for the restoration of motor, cognitive and cardiovascular function, as well as therapies and technologies that enable clinicians to maximize the delivery of motor and cognitive neurorehabilitation.302 Psychological and physical healthPsychological healthCognitive function Digital technologies c

79、an enhance human cognition, with research suggesting a complex relationship between technology use and attention, memory and knowledge.22,23,24 The use of digital media has further been linked to positive learning outcomes, especially when individuals can consume and actively create content.25 Furth

80、ermore, studies suggest that XR can enhance attention26 and memory.27 Overall, VR-supported cognitive interventions have been shown to have potential rehabilitative effects in a clinical context, even for individuals with mild cognitive impairments or brain injuries.28 Conversely, there is evidence

81、to suggest that the use of digital technology can also have negative effects on cognitive function, including attention problems,31 heightened attention-deficit symptoms and impaired brain development.32 Furthermore, research on the effects of technology on younger age groups suggests that technolog

82、y use can lead to both short-term changes in mood and longer-term changes in brain function.33 In the context of the metaverse, it is important to note that the immersive and persuasive nature of the medium could Technology is not a single unique entity and thus is unlikely to have a single unique e

83、ffect. One can no more ask, How is technology affecting cognitive development? than one can ask, How is food affecting physical development? Like with food, the effects of technology will depend critically on what type of technology is consumed, how much of it is consumed, and for how long it iscons

84、umed.Daphne Bavelier, C. Shawn Green and MatthewW.G.Dye, “Children, wired for better and for worse”, Neuron, September2010.According to the WHO, “health is a state of physical, mental and social well-being and not merely the absence of disease or infirmity”.17 The adoption and use of digital technol

85、ogies has been shown to affect individual and collective health, both positively, through its advancing of capabilities and innovation in healthcare, and negatively, through the emergence of new physical and psychological health risks.18 Through its immersive and persuasive nature, the metaverse cou

86、ld potentially amplify these effects. The psychological and physical effects of the metaverse are influenced by factors such as user age, exposure time, type of medium and interaction, individual habits and genetic predisposition. For example, while moderate screen time can positively impact individ

87、uals well-being, no or too much screen time can cause negative effects.19,20,21 With an aim to drive discussion, research, collaboration and responsible metaverse design, this report provides a snapshot of potential social value opportunities and challenges, while not aiming to outline an exhaustive

88、 overview of the psychological or physical implications of the metaverse. Further longitudinal research that contrasts both positive and negative effects of metaverse use is needed to efficiently prioritize health in the design, use and regulation of the metaverse, and to ensure that individuals can

89、 benefit from its potential without being put at risk.potentially amplify both positive and negative effects, for children and adults, particularly if users are spending significant amounts of time in virtual and augmented environments.Social Implications of the Metaverse15ContentsC A S E S T U D YI

90、mmersive VR experiences for stress, anxiety and depressionEvenness, an immersive VR sensory room experience for people with disabilities, has been shown to induce significant improvements in anxiety, depression and sensory processing.35 Moreover, emerging providers such as BehaVR and XRHealth aim to

91、 support individuals on their mental health journey by helping with mental wellness, anxiety regulation, pain management and addiction recovery. Stress, anxiety and depressionAs the newest iteration of digital transformation, the metaverse could be used as a tool to alleviate symptoms of stress, anx

92、iety and depression, and may offer benefits in both leisure and clinical contexts. The metaverse further enables and encourages social interaction, which could also mitigate symptoms. Academic research indicates that the relationship between technology use and stress, anxiety and depression is media

93、ted by factors such as screen time, type of experience and nature of the digital medium. However, while VR has been proven to alleviate anxiety and depression symptomology in a clinical trial, its therapeutic advantages over traditional therapy are unclear.34 Digital technology use has been shown to

94、 have a negative impact on psychological health, with research indicating a link between technology, social media use and heightened levels of stress and anxiety.36 This phenomenon is especially evident for female teenagers.37Although it is difficult to measure direct effects, studies suggest that e

95、xcessive technology use can result in decreased sleep quality, social isolation, information overload and decision fatigue, which may be linked to stress, anxiety and depression, particularly through increased rapid task switching and excessive notifications. Through the transition from desktop and

96、phone-based applications into augmented and virtual reality, and thus potentially increased exposure to information, the metaverse could exacerbate these negative effects. Social Implications of the Metaverse16ContentsSensory overloadSensory overload is the overstimulation of one or more of the body

97、s five senses of touch, sight, hearing, smell and taste. Though sensory overload can affect anyone, it commonly occurs in autistic people and, in some cases, in people with epilepsy, those with post-traumatic stress disorder (PTSD), sensory processing disorder and certain other conditions.38 Through

98、 its capability of diminished reality (DR), a technological application that allows users to remove elements from their field of view in real-time, the metaverse could allow individuals that are prone to experiencing sensory overload to participate in virtual situations that they might struggle with

99、 in the physical world. Removing distractions from an individuals environment, could help them stay focused and engaged, leading to improved productivity and sense of accomplishment.39 Furthermore, metaverse features, such as gaze-contingent displays are showing potential in lowering sensory overloa

100、d.40 However, these features potential to distort individual or collective perception of reality needs to be considered when harnessing their benefits. Today AR and VR are visually focused technologies and as we delve deeper into immersive technologies becoming a part of our everyday reality, cognit

101、ive overload is a real riskHelen Papagiannis, Founder, XR goes PopOn the contrary, research demonstrates that for healthy adults, AR can trigger the level of sensory overload children on the autism spectrum experience.41 As the metaverse can be visually and auditorily overwhelming, with bright colou

102、rs, flashing lights and loud noises, its use may lead to sensory overload and thus discomfort, stress, loss of focus, anxiety or fear. Applying either an inclusive design approach or principles of “calm technology” can significantly improve the metaverse experience. These techniques are not only ben

103、eficial to users with sensory processing issues, providing them a more positive and comfortable interaction, but they also offer advantages to the majority of users.42 B O X 2The development of haptics in the metaverse The use and development of haptics in the metaverse is showing increasing potenti

104、al. Haptic technology has the power to enhance realism, immersion and personalization in the metaverse. By distributing XR experiences across multiple senses, cognitive overload could potentially be reduced. Social Implications of the Metaverse17ContentsB O X 3Gender differences in body dissatisfact

105、ion: the impact of realistic avatarsA recent experimental study provides evidence for differing effects on women and men in regard to body dissatisfaction after being represented by a realistic avatar. It highlights, that “the experience of virtual body experience negatively affected the female part

106、icipants body size perception and the emotional state about their body (i.e. body dissatisfaction) much stronger in women than in men.” Juyeon Park, “The effect of virtual avatar experience on body image discrepancy, body satisfaction and weight regulation intention”, Cyberpsychology: Journal of Psy

107、chosocial Research on Cyberspace, vol. 12, issue 1, 25 July 2018.Body image and disassociation In the metaverse, individuals can choose to present themselves in any way they wish, elevating their freedom of self-expression and reducing their exposure to social stigma. This can be particularly benefi

108、cial for individuals who may not feel comfortable expressing themselves in the physical world (due to societal pressures, for example). People who are represented by avatars that are more attractive than their physical selves report, that their virtual selves are more outgoing, risk-taking (and supe

109、rficial).43 Research further highlights, that VR “seems to be able to turn users self-concepts in a positive direction, while fostering self-acceptance, thus allowing them to focus on what they can change within their control, rather than trying to reach unrealistic beauty ideals”.44 From a clinical

110、 standpoint, the metaverse may evolve to be a valuable and effective tool to treat body image disturbances, especially through its immersive capabilities. Contrasting the metaverses opportunities to improve individuals body image, the metaverse can have the potential to alter the way individuals rel

111、ate to and understand their own bodies. Through its immersive nature and by blurring “the line of reality and fantasy”, metaverse avatars could trigger overall bodily dissatisfaction45 and body dysmorphic disorder (BDD),46 which describe individuals becoming fixated on imagined defects in their appe

112、arance. However, a persons physical body and their metaverse avatar representation may often be different, and so, it remains unclear whether the same types of body dysmorphia triggered by traditional social media will also be present in the metaverse. While environments and worlds that are drastica

113、lly different from the users physical environment can provide positive effects, long exposure times may further contribute to self-dissociation.47Consequently, if a virtual environment is a completely different world with different social norms or cultural values, the user may feel a sense of discon

114、nection from their own physical identity or sense of self. However, it is yet to be seen how these assumptions hold in virtual worlds in which people can be whoever and whatever they choose. Social Implications of the Metaverse18ContentsB O X 4Varying susceptibility to addiction in young gamers A st

115、udy conducted in 2011 revealed that children and teenagers exhibit varying levels of susceptibility to addiction, as evidenced by the differentiation in the brain region associated with reward processing and motivation between frequent and infrequent gamers. This emphasizes that not all gamers will

116、develop addiction.52C A S E S T U D YMetaverse for PTSD treatmentAccording to a recent study, examining VR therapeutic effectiveness for Iraq War veterans, out of 20 war veterans who underwent VR treatment, 16 no longer met the diagnostic criteria for PTSD upon completion of the therapy.55 Addiction

117、A 2019 report by the Organisation for Economic Co-operation and Development (OECD) supports the thesis that digital technologies and thus the internet “trigger neurological processes similar to other addictive substances and activities”.48 In 2018, the WHO added gaming disorder to the 11th revision

118、of their International Classification of Diseases. According to the WHO, “Studies suggest that gaming disorder affects only a small proportion of people who engage in digital or video-gaming activities. However, people who partake in gaming should be alerted to the amount of time they spend on gamin

119、g activities, particularly when it is to the exclusion of other daily activities”.49 The addictive nature of gaming is further shown to not only be triggered by the enjoyment of gaming itself, but furthermore, microtransactions and especially loot boxes are associated with gaming disorder and gambli

120、ng disorder.50 In-world assets, and thus microtransactions, are a vital part of the metaverse as it is seen today. Moreover, virtual reality is proven to distort a users sense of time.51 Consequently, the question arises as to whether the metaverse has the potential to exacerbate the number of indiv

121、iduals with gaming or gambling disorders through exposure time and in-world assets. Trauma and PTSDThe US Department of Veterans Affairs has been at the forefront of using VR therapy to treat PTSD and companies such as Bravemind VR already train coping mechanisms for anxiety, phobias or PTSD in VR.5

122、3 Combined with physical or virtual in-person therapy, the metaverse offers great opportunities for trauma treatment.54 However, outside of therapeutic measures, the positive effect of metaverse use on trauma is unknown.While the metaverse can offer benefits to those experiencing PTSD, it may also t

123、rigger PTSD itself. According to the Diagnostic and Statistical Manual of Mental Disorders, “exposure to actual or threatened death, serious injury or sexual violence”56 are diagnostic criteria for PTSD. Through its partly or fully immersive capabilities, the metaverse can make an experience feel mo

124、re real than other forms of media. This could create a sense of presence and could mimic a parallel form of threatened death, serious injury or sexual violence. This could pose an especially large risk of trauma to content reviewers for metaverse platforms.Social Implications of the Metaverse19Conte

125、ntsSnapshotIndirect implications of metaverse and AI to psychological health The metaverse may serve as a tool to enable new means of social connection beyond geographic boundaries or social groups, both online and offline, and may help individuals to improve their interpersonal competence. A 2022 s

126、tudy on AI- and VR-enabled avatar interaction provides evidence that “interpersonal effectiveness can be learned and improved with repeated interactions with an avatar”.57 While AI comes with several risks, its benefit in augmenting human connection, knowledge, innovation and creativity is significa

127、nt. Human-like AI avatars: A columnist of the New York Times published a conversation with an AI bot that implied “it would like to be human, had the desire to be destructive and was in love with the person it was chatting with”.58 Potentially exacerbated through the realistic nature of interaction

128、with AI-driven avatars, the metaverse may create a false sense of intimacy or emotional connection between the user and AI. This could potentially lead to emotional attachment and thus, negative psychological effects if the AI avatar is removed or its conversational “baseline” is changed. The potent

129、ial for emotional manipulation by AI avatars may cause users to feel vulnerable and anxious about their interactions in the metaverse, having a potentially negative impact on psychological health. B O X 5The growing significance of AI in the metaverseDue to recent advancements, AIs impact on the met

130、averse will likely become even more significant than previously foreseen, especially through its human-like features and capability to automate content creation at scale.60 Generative AI61 is changing the way content is created and the metaverse will change how this content is distributed, experienc

131、ed and interacted with. While AIs standalone disruptive potential is significant, combined with technologies such as virtual, augmented, mixed or diminished reality its impact may be amplified in the context of the metaverse. However, the exact nature of this impact is difficult to foresee today. No

132、t only is AI expected to change the way humans conduct their professional and private lives, but has intrinsic potential to alter “the human relationship with reason and reality”.62“Overtrust” and overreliance on AI: An increased trust in AI avatars may lead to a loss of trust in oneself and an over

133、reliance on AI-driven decision-making. If a person relies heavily on an AI system to make decisions, solve problems or provide recommendations, they may begin to doubt their own abilities to perform those tasks, which may lead to a reduction in self-confidence and motivation to learn new skills and

134、a lack of critical thinking. The persuasive power of the metaverse could further enforce the idea that AI systems are more reliable and accurate than human decision-making.59 Overall, the metaverse could exacerbate the risks of overtrust in AI. In the context of psychological health, the erosion of

135、critical thinking skills could possibly lead to a decrease in problem-solving abilities and an increased sense of helplessness, powerlessness or depression.Social Implications of the Metaverse20ContentsC A S E S T U D Y: TRIPPTRIPP, a wellness platform powered bythe metaverse, strives to enhance sel

136、f-connection and collective well-being by offering fully immersive experiences that revolutionize meditation practices.2 Psychological and physical healthPhysical healthLinking psychological and physical healthResearch has established a strong connection between psychological and physical health, wi

137、th changes in one domain often influencing the other.63,64 Consequently, metaverse applications that promote psychological health, such as meditation or stress management tools, could improve physical health outcomes such as lower blood pressure and decreased risk of heart disease.65 However, previo

138、usly discussed psychological implications such as addiction, social isolation or increased anxiety and stress could indirectly impact physical health, for example, by disrupting sleep patterns or contributing to unhealthy lifestyle habits.Physical health impacts of VRina leisure contextWhen consider

139、ing further possible negative impacts of the metaverse on physical health, issues such as deteriorating eyesight, poor posture, physical inactivity and resulting obesity are among the most discussed consequences associated with the negative effects of digital technologies on physical well-being. Whi

140、le there is some evidence that VR can cause temporary visual disturbances and discomfort, the long-term effects of using VR glasses or headsets on eyesight are still not fully understood.C A S E S T U D YMetaverse at-home applications for physical healthThe metaverses most discussed “at-home” opport

141、unities to better physical health may be its applications for fitness gamification. OliveX gamifies fitness through AR, social interaction, and play-to-earn experiences, while companies such as FitXR and Supernatural were able to turn surging demand into monthly subscriptions. The application SenseA

142、rena delivers VR training tools to improve mental and cognitive abilities for peak sports performance, used and endorsed by the US National Hockey League and 18-times Grand Slam winner Martina Navratilova. There have been some studies looking into the effects of short-term use of VR headsets only; t

143、hese did not reveal a deterioration in eyesight. However, some people do suffer from temporary symptoms such as nausea, dry, irritable eyes, headache or eyestrain66Ceri Smith-Jaynes, Clinical Editor, Associationof OptometristsSocial Implications of the Metaverse21ContentsThe following use cases give

144、 further insights into practical applications of the metaverse inhealthcare. Surgical training and support: OssoVR, for example, provides VR-based surgical training, which de-risks procedures for patients, claiming to improve surgeon skill transfer by 230%. Other players include MediView, which uses

145、 AR-based “x-ray vision” during surgery, and FundamentalVR, which provides a haptic-feedback-based training tool.69 Image-guided diagnosis: Furthermore, physical health can beincreased through access to intelligent healthcare systems such as MeTAI for the refinement of AI-based medical practice, inc

146、luding medical imaging-guided diagnosis and therapy.70Virtual reality in medical education to teach empathy: A project by the University of New England highlights that by simulating being a patient with age-related diseases in VR, students show increased empathy and understanding of age-related heal

147、th problems.71SnapshotThe metaverses clinical healthapplicationsWhile the numbers (see Figure 4) confirm the validity of the metaverses wide range of opportunities in the “private” realm, a large social value opportunity may lie in improving access, experience and outcomes of healthcare through impr

148、oved training, education, therapeutics, diagnostics, delivery and collaboration. XR especially offers great opportunities for physical therapy to help with disabilities or injuries, as well as pain management.67 Furthermore, VR treatment shows promising results in treating phantom pain in missing li

149、mbs and supporting the rehabilitation of motor deficits after a stroke.68F I G U R E 4Consumer interest and potential adoption of the metaverse for health and wellnessSource: Accenture65%77%of consumers are excited about or actively engaging in metaverse technologies for health and wellnessof consum

150、ers are open to use the metaverse to manage their healthSocial Implications of the Metaverse22ContentsDiversity, equity and inclusion3Social Implications of the Metaverse23ContentsAs the concept of the metaverse rapidly evolves, it is essential to recognize that diversity is a fact, inclusion is an

151、act and equity is the goal. It is important to move beyond surface-level diversity and towards creating equitable and inclusive spaces that value and uplift underrepresented communities. In the metaverse, diversity, equity and inclusion (DEI) operate on four key layers: 1)diverse leadership, creator

152、s and participants, 2)accessibility in software and hardware, 3)representation, and 4) enablement of a more fair and equitable physical reality. F I G U R E 5Diversity, equity and inclusion metaverse layersThe metaverse as a tool to include individuals and groups into activities in physical realityL

153、eadership and creatorsAccessibilityRepresentationPhysical realityDiverse, equitable and inclusive metaverse participants, creators, leaders and moderatorsAvatars that allow a diverse set of individuals to express their most authentic selfWorlds and features that enable diverse, equitable and inclusi

154、ve participation in the metaverseSocial Implications of the Metaverse24ContentsWhen building metaverse teams and creating hardware, software and experiences, it is crucial to prioritize diversity, equity and inclusion across multiple layers (see Figure5) and dimensions (see Figure 6) to enable a fai

155、rer distribution of social value. Guided by the World Economic Forums global racial and ethnic equity framework,72 this chapter aims to explore potential challenges that the metaverse could pose and highlights social value opportunities that support the creation of a diverse, equitable and inclusive

156、 physical and virtual reality. F I G U R E 6Non-exhaustive selection of DEI factors to consider in the metaverseClick on the icons to explore a selection of diversity, equity and inclusion factors to consider in the metaverseSocial Implications of the Metaverse25NeurodiversitySensory processingMemor

157、yExecutive functionAttentionCognitiveSocietalPhysicalFinancialTechnologicalContents3 Diversity, equity and inclusionDiverse participants, creators, leaders and moderationMetaverse leaders, creators and participants have a chance to shape future realities. Enabling a diverse set of voices to particip

158、ate in this next iteration of digital change and providing them with mentorship and education can increase the visibility and representation of underrepresented groups and promote more equitable and inclusive societies. Research indicates that “41% of women have used a primary metaverse platform or

159、participated in a digital world for more than a year, compared with 34% of men”. Furthermore, female leaders are “20% more likely than their male counterparts to implement multiple metaverse initiatives”; however, “in organizations shaping metaverse standards, 90% of leadership roles are held by men

160、”.73 These figures highlight a significant gender gap, which is not only limited to metaverse leadership as can be seen in Figure 7.74F I G U R E 7Distribution of game developers worldwide between 2014-2021 by gender0%20%40%60%80%100%201420152016201720192021Share of respondentsMenWomenNonbinary, tra

161、nsgender, genderfluid/genderqueer, two-spirited76%22%22%23%21%24%30%75%72%74%71%61%2%3%4.7%5%5%8%Source: StatistaA lack of representation of gender, people with disabilities, neurodiverse individuals and those belonging to the LGBTQIA+ community or to racially or ethnically marginalized communities

162、results in metaverse experiences that are built for a few over many and may pose wide-ranging challenges for the virtual and physical world. For example, female avatars designed by male creators may influence the reinforcement of gender stereotypes, the objectification of women and uphold unequal po

163、wer dynamics in societies. Recent research by Dove supports this argument, as it highlights that 60% of girls and 62% of women feel misrepresented in games.75 It becomes increasingly evident that diverse creators, who bring forth a multiplicity of perspectives and backgrounds, are essential in shapi

164、ng a truly authentic and inclusive metaverse experience.To ensure a diverse set of leaders, participants, minds, creators, moderators and builders in the metaverse, companies and government-sponsored digital literacy programmes should create initiatives that enable a broad group of people from diffe

165、rent socioeconomic backgrounds to attain metaverse skills and provide mentorships and sponsorships, which can increase access and participation for underrepresented groups. These sponsorships or development programmes should be tailored to the unique needs and challenges of underrepresented racial a

166、nd ethnic groups.Social Implications of the Metaverse26Contents3 Diversity, equity and inclusionEquity beyond access: the metaverse as an enabler of global inclusionThrough its enablement of social interaction and value exchange between the physical and the virtual, the metaverse offers immersive an

167、d innovative ways for nations, organizations and institutions to collaborate across borders and industries. It further provides new opportunities for developing nations to participate in global meetings and decision-making processes by increasing their collaboration with developed nations, non-gover

168、nmental organizations (NGOs) and public and private sector organizations. This could enable developing nations to influence the creation and execution of initiatives, policies and partnerships more closely.C A S E S T U D YThe digitized nation of TuvaluThreatened by rising sea levels, with most of i

169、ts land just metres above sea level, the Government of Tuvalu launched the Future Now Project and build the worlds first digitized nation in the metaverse.76 This includes the digitization of government administrative services and the preservation of historical documents, cultural and identity recor

170、ds, and land and natural resources for future generations. Not only does this initiative preserve the nations culture, knowledge and history, but it also raises global awareness of the growingly pressing impacts of climate change. As part of Tuvalus digitization efforts, the nation launched a campai

171、gn that was awarded one of the industrys most prestigious awards, the 2023 Cannes Lions Titanium Grand Prix. The judges felt that the “First Digital Nation” campaign could present a long-term solution for developing nations whose very existence is threatened by climate change and rising sea levels.A

172、dditionally, at the World Economic Forum Annual Meeting 2023, Satya Nadella described how AIs integration in the metaverse would significantly impact how people collaborate, learn and solve problems together across space and time.77 AIs evolving ability to provide live translation across a multitude

173、 of languages in interactive social and professional settings will improve accessibility, minimize barriers and bring people and nations closer together to understand each others views and collaborate effectively.Social Implications of the Metaverse27ContentsC A S E S T U D YIdoruThe app Idoru is on

174、e example of inclusive avatar design tools, as it allows users to create hyper-realistic digital avatars, bridging the realms of digital identity and virtual fashion. It empowers users to exercise bodily and financial autonomy over their virtual personas and supports virtual fashion and beauty optio

175、ns by brands that are aligned with the companys values on diversity and inclusion.A broad range of avatar customization options, the possibility to present ones most authentic self and the liberation of individual identity and expression in the metaverse promote individual and collective well-being

176、and are shown to positively contribute to self-esteem.78,79 Case studies by Friends with Holograms have shown that representing anonymized avatars in a corporate workshop context can support collaboration and increase engagement, especially of individuals of more junior levels in corporate hierarchy

177、.80 In the broader context of empathy, VR and the metaverse have shown to be powerful tools for perspective-taking and increased empathy.81,823 Diversity, equity and inclusionRepresentation and avatar customizationNext to appearance, inclusive customization options for avatars include voice, sound a

178、nd non-verbal communication. Since non-inclusive design options could further reinforce stereotypes and biases in society, avatar design options need to represent a diverse set of individuals, be accessible for everybody and should not enforce exploitative economic models (e.g. need to achieve level

179、 4,000 before unlocking skin tone customization or pay 50). While a diverse range of customization options enables a larger number of people to display their most authentic selves in virtual or augmented realities, metaverse builders and participants should be sensitive to the potential impacts of u

180、sers freely using avatars of a different race or culture to their own. As cultural appropriation, identity tourism or digital blackface in the metaverse can perpetuate harmful stereotypes or misrepresentations, resources, education and awareness to address avatar misuse should be provided and modera

181、tion policies put in place. Social Implications of the Metaverse28ContentsC A S E S T U D YFloreoThe company Floreo helps neurodivergent users to navigate everyday life through social, behavioural, communication and life skills training in virtual reality. Vision Buddy has developed a VR headset tha

182、t aids senior citizens with zoom capability and supports them to be more independent.83 B O X 6Limited adoption of diversity and inclusion practices in XR industryAccording to an annual survey among XR professionals conducted by XR Inclusion, “only 47% of respondents reported that their respective c

183、ompanies incorporated considerations of diversity and inclusion in the design of XR products and services. Thisstatistic reflects a consistent trend from the previous year, suggesting no significant change in the adoption of diversity and inclusion practices within the industry”.84 Considering acces

184、sibility for people with disabilities in the design of metaverse software and hardware can ultimately benefit all users, implying that universality and thus accessibility should be implemented into metaverse experiences by design. For instance, haptic feedback, such as vibrations or force feedback,

185、can not only help users with visual or auditory impairments to navigate the virtual world but also enhance the overall immersive experience for all. AI-driven tools such as sign language avatars or real-time captioning could further include deaf people in a broader range of activities while eye-trac

186、king technology could enable individuals to navigate through eye movement. The metaverse and accompanying technologies, such as brain-computer interfaces, can further enable individuals with cognitive or physical impairments to participate in augmented, guided activities. In a professional context,

187、people with disabilities might be able to re-enter the workforce and do work that gives them purpose and meaning. A person in a wheelchair, for example, could go back to their old job of inspecting industrial machinery due to the metaverse and digital twin enablement of remote inspection. 3 Diversit

188、y, equity and inclusionMetaverse accessibilityHowever, physical impairments and disabilities related to mobility, vision, hearing, dexterity or speech have a significant influence on the opportunity to participate in metaverse experiences. Some metaverse experiences may require physical movement or

189、dexterity that some people with disabilities may not have. Input devices, navigation and audio and visual cues should always be designed with accessibility in mind. It is important to acknowledge that in the current iteration of the internet, many of these challenges are already considered and elimi

190、nated through inclusive design options. Consequently, it is essential to carry on web 2.0s learnings and translate them into a metaverse context while taking them a step further for a truly human-first metaverse. Social Implications of the Metaverse29ContentsA growing body of research finds that the

191、 metaverse possesses the capacity to enhance empathy and reduce bias by enabling individuals to embody others and experience life from different perspectives. Through the option of anonymity, people can freely engage in perspective-taking, challenging preconceived notions and biases. However, the de

192、gree of empathy that is evoked through an experience in VR is dependent on multiple factors such as experience quality, presence, embodiment and flow.85,863 Diversity, equity and inclusionThe metaverse as an enabler of a more equitable physical realityF I G U R E 8AVEnueS learning methodSource: Acce

193、ntureExperiential learningAVEnueS learning methodBehaviour scienceAnalysisReflectionImmersionInteractive storytellingNatural language processingTheory-to-practice bridgePeer-to-peer knowledge sharingDecision- making introspectionTrendidentificationData visualizationAnonymous user session loggingVirt

194、ual realityB O X 7AVEnueSAVEnueS is a learning method that immerses social workers into highly realistic scenarios designed to evoke a response, helping them to emotionally prepare to enter a household and check-in on a childs well-being, for example. The tool aims to help users come to a deeper und

195、erstanding of their own thought processes in terms of howthey make decisions and develop opinions. It offers an opportunity to broaden each workers ability to observe, inquire, interpret and reflect in a way that informs a more robust and firmly grounded professional opinion.87Social Implications of

196、 the Metaverse30ContentsSustainability4Social Implications of the Metaverse31ContentsAccording to the Intergovernmental Panel on Climate Change (IPCC), climate change is expected to have “increasingly severe, interconnected and often irreversible impacts on ecosystems, biodiversity and human systems

197、”.88 The IPCC further estimates that “in the next decade alone, climate change will drive 32-132 million more people into extreme poverty”.89 Transport, electric power and (the manufacturing) industry90 are shown to be some of the worlds biggest polluters.Technological innovation and thus the metave

198、rse, AI and associated web3 technologies will help to reimagine life as it is known today and enable new facets of sustainable value chains and climate action acting as a powerful tool to lower climate impact in those three industries while contributing positively to individuals behavioural changes.

199、 Hyper-realistic worlds and the overlay of virtual information on the physical through XR capabilities allow users to embody and understand nature in entirely new ways, simulate entire factory operations with ease, and track, trace and measure raw materials from the source. While there is a risk tha

200、t the metaverse could accelerate environmental degradation if concerns are not properly understood and a net-zero approach to development and implementation is not prioritized, there is an array of opportunities to harness the metaverse as a force for good and an enabler of sustainability helping to

201、 accelerate progress towards achieving net-zero emissions.91F I G U R E 9A two-fold approach to the metaverse sustainabilitySocial Implications of the Metaverse32Select the different perspectives in the Venn diagram to discover moreIn the frame of this chapter, metaverse and sustainability will be e

202、xplored from two perspectives.How can the metaverse make organizations net more sustainable?How can organizations use the metaverse more sustainably?The transformative power of persistent, shared digital experiencesContents4 SustainabilityEnvironmental challenges of metaverse technologyMetaverse tec

203、hnologies and capabilities denote significant energy impact that accumulates from the energy use required to enable transactions, digital experiences, data storage, processing and more. Leaders must consider the hardware and technology implications when implementing metaverse-related applications to

204、 ensure a viable and sustainable continuation of digital transformation.F I G U R E 1 0Metaverse environmental impacts non-exhaustiveInput resource extractionIncreased need for finite resources (i.e. minerals, metals etc.) as input materials to manufacture metaverse-enabling devices, infrastructure

205、etc.E-waste generationPotential increase in electronic waste as rapid innovation in XR technology may lead to current devices quickly becoming outdated or obsolete.Energy consumptionIncrease in overall emissions associated with life cycle technology use resulting from the energy intensity required t

206、o manufacture and operate metaverse applications.Social Implications of the Metaverse33ContentsHardware considerationsE-waste generation: The world generated 53.6 metric tonnes (Mt) of e-waste in 2019 an average of 7.3kg per capita and is expected to grow up to 74.7Mt by 203093 with this estimate ex

207、cluding XR or AR devices. According to Statista, consumer augmented reality glasses sales are expected to increase from 10,000 units sold in 2019 to 1.59 million units sold by 2024,94 indicating a potential net increase in global e-waste. VR headset forecasts indicate growth from unit sales of 6.1mi

208、llion in 2021 to 16.44 million unit sales by 2024. Recent augmented device launches from Apples Vision Pro, projected in early 2024,95 and Metas new Quest 3 suggest that this forecast could rise considerably over the same period.96 Simultaneously, increases in 2D desktop experiences will see a rise

209、in laptop and smartphone sales.97,98 Greater emphasis on product design will be required to drive greater efficiency, minimize console energy use and extend the useful life through power management features such as auto-power down requirements, modal power caps, device repair services and more.Produ

210、ction: Metaverse hardware production involves various processes that require significant amounts of water, including manufacturing, cooling and cleaning.99 As the demand for hardware grows, the amount of water used in production could increase, potentially leading to water scarcity in regions where

211、resources are already limited. Furthermore, metaverse hardware relies heavily on earth minerals such as silicon, gallium arsenide and cobalt, which are used in components such as semiconductors. The commercialization of new compounds for enhanced semiconductor speed and reliability is already cataly

212、sing demand for otherminerals. As a result, mineral supply chains are strained.100 Moreover, the mining of these minerals can cause environmental damage, including soil and water pollution, habitat destruction and health hazards for local communities. Embedding sustainable design practices (includin

213、g recycled plastic or biodegradable materials), modular designs that allow for easy replacement, responsible sourcing and upgrading of components, as well as hardware reuse, will help to reduce e-waste.53.6 Mt2019203074.7 Mt6.12019202410,00020192024Global e-waste generationUnit sales of consumer AR

214、glassesUnit sales of VR headsetsmillion1.59million16.44millionF I G U R E 1 1E-waste generationSocial Implications of the Metaverse34ContentsSoftware considerationsCloud and edge computing: Edge data centres and devices are set to play a crucial role in the development of the metaverse.101 To ensure

215、 a successful experience, the user must be able to view a rendered virtual environment with utmost clarity, and the system must respond in real time to any gestures or actions by the user.102 However, analysts at Intel highlight that the global computing infrastructure would need to be 1,000 times m

216、ore powerful to sustain the metaverse.103 In 2018, data centres were shown to use more than 2% of the worlds electricity and emit roughly as much CO2 as the airline industry,104 indicating a pressing need to transition to greener IT for the metaverse.By moving processing tasks from centralized serve

217、rs to edge devices, edge computing could reduce the energy consumption of the metaverse by reducing the total amount of data traversing the network.105 Edge devices can help handle the increased demand without overloading centralized servers while also enhancing the user experience by providing a hi

218、gher quality experience through low-latency networking and powerful computing. Edge computing technology is one such innovation that will support the development of a sustainable metaverse at mass scale It is critical to that vision, so its growth is inevitable.Prasad Joshi, Senior Vice-President an

219、d Head, Emerging Technology Solutions, InfosysSignificant energy consumption and, consequently, CO2 emissions are linked to the metaverses need for computing power and data storage and thus cloud computing and data centres. Many cloud service providers have committed to near-term net-zero supply cha

220、ins, and data centre companies have followed this trend. Research found that shifting from on-premise data centres to the public cloud can reduce an enterprises energy use by 65% and cut carbon emissions by more than 84%. Furthermore, migrating existing private workloads to a public cloud could redu

221、ce global CO2 emissions by nearly 60million tonnes annually equivalent to taking 22million gasoline-powered cars off the road.106 While the first step towards a sustainable cloud journey begins with selecting a carbon-thoughtful provider, software should be built with sustainable software engineerin

222、g practices, application optimization, sustainable products/services and circular operations in mind.B O X 8Sustainable cloud journey: Shifting from on-premise data centres to the public cloud65%84%22 millionOutcomes typically observed when transitioning from on-premise data centres to the public cl

223、oud include:Migrating to the public cloud could reduce global CO2emissions by nearly 60million tonnes annually, equivalent to taking 22million gasoline-powered cars off the roadreduction in energy usecut in carbon emissionsSocial Implications of the Metaverse35ContentsArtificial intelligence (AI): T

224、he environmental impact of AI in the metaverse is a significant concern, as training a single AI model can emit carbon equivalent to five cars throughout their lifetimes,107 while the deployment of AI models and the demand for data will further amplify energy consumption.108 Creating a generative AI

225、 model with 110 million parameters uses as much energy as a round-trip transcontinental flight, while the larger chat generative pre-trained transformer(GPT)-3 model with 175billion parameters consumes electricity and generates carbon dioxide equivalent equal to emissions from 123 gasoline-powered c

226、ars driven for a year.109 The World Economic Forums AI Governance Alliance has recently launched to champion responsible global design and release of transparent and inclusiveAI systems.Blockchain: Blockchain technologys reliance on energy-intensive consensus mechanisms and the associated carbon foo

227、tprint make it detrimental to the environment. However, recent examples such as Ethereums shift from proof of work to proof of stake has shown the significant effects the choice of code can have on energy consumption of decentralized applications. Acomprehensive analysis can be found in the World Ec

228、onomic Forums recent reports on Guidelines for Improving Blockchains Environmental, Social and Economic Impact and Blockchain for Scaling Climate Action.Extended reality (XR) or spatial computing: While immersive user experiences have the potential to promote a sustainability mindset and foster clim

229、ate activism (see section 4.3), it is crucial to consider that from a software development, runtime and maintenance standpoint, spatial computing like VR, AR and MR, are likely to generate a considerable amount of carbon emissions. This highlights the need for a comprehensive analysis on the carbon

230、impact across the value chain in future studies.Consistent with the commitment to guide responsible and sustainable technological advancement, it is crucial to explore strategies for mitigating any adverse effects the metaverse may have on the environment.The GPT-3 model with 175billion parameters c

231、onsumes electricity and generates carbon dioxide equivalent equal to emissions from 123 gasoline-powered cars driven for a year.Social Implications of the Metaverse36Contents4 SustainabilityMetaverse impact across the value chainThe metaverse describes a fundamental and ongoing digital transformatio

232、n, affecting businesses entire value chains. Leaders will need to reimagine how they use metaverse technologies, while ensuring net positive environmental outcomes. The subsequent graphic aims to outline a non-exhaustive view of the sustainability opportunities the metaverse presents throughout the

233、value chain.In the context of the industrial and enterprise metaverses, future work will delve into a comprehensive analysis of the metaverses impact across the entire value chain, providing a deeper understanding of its implications and opportunities to improve existing business processes.F I G U R

234、 E 1 2Metaverse sustainability through business processes (value chain) non-exhaustive overviewClick on the icons to explore elements of the value chainSocial Implications of the Metaverse37Research and developmentThe metaverse can facilitate immersive cross-border and cross-sector collaboration thr

235、ough its capabilities of XR and multilateral value exchange. Digital twins enable real-time virtual simulations multiple scenario modelling and visibility of a products life cycle and climate impact.Research and developmentDesign and engineeringManufacturing and productionTransport and logisticsImme

236、rsive user experienceDecommissioning and end-of-lifeContents4 SustainabilitySustainability through immersive user experiences Behavioural impact through immersive sustainability experiencesThe metaverse can drive individual climate activism and behavioural impact towards a sustainability mindset and

237、 climate activism through the simulation of climate impact. It can provide first-hand experiences and opportunities to feel closer to and embody nature that would otherwise be too remote or dangerous to explore. The effectiveness of VR simulations on behavioural change in isolated environments has p

238、roven to be significant. However, do these outcomes hold in a connected metaverse environment that may include echo chambers, disinformation and misinformation as well as increased sensory inputs?1 Virtual fieldtrips and climateeducationImmersive metaverse experiences are powerful tools to unlock aw

239、areness and in-depth understanding of environmental issues, driving behavioural change and climate action.Furthermore, immersive environments are shown to be more persuasive than comparable information in a printed or video format, leading to more significant pro-environmental change.110 Virtual fie

240、ld trips to teach students about ocean acidification have proven effective,111 and virtual illustrations of the amount of energy used during a shower resulted in a decrease in hot water use in the natural world.112 Experiences such as Green Game Jam, Untamed Planet and the World Integration Loop dri

241、ve positive environmental impact that encourages real-world sustainable action inspired by virtual exposure to otherwise inaccessible habitats. Gamified programs on biodiversity, such as Microsoft Hong Kong Discover2se have been implemented by primary schools with an aim to develop environmental lit

242、eracy and sustainability mindsets from a young age. C A S E S T U D YTouchcastTouchcast, a leading virtual experience player that uses MR and AI to host immersive virtual events and the ability to create virtual twins of organizations own spaces has launched an emissions calculator that allows users

243、 to understand how a move to a hybrid or virtual event can have a positive impact on the environment, providing people with the insight to take action, while also delivering rich immersive experiences that are more accessible and engaging for the audience.2 Virtual events and collaboration to reduce

244、 travelBy creating a virtual world that is accessible to anyone with an internet connection, the metaverse has the potential to revolutionize the way people work, learn and socialize, while simultaneously reducing their impact on the environment. Remote work in the metaverse could lower commutes and

245、 carbon emissions, and benefit the urban use of space.$114 billionGlobal virtual events market size was valued at $114 billion in 2021 and is anticipated to expand at a compound annual growth rate (CAGR) of 21.4% from 2022 to 2030.113Social Implications of the Metaverse38ContentsC A S E S T U D YWor

246、ld Economic Forums Global Collaboration VillageOcean hub in the Nature and Climate Centre: Kelp conference room and mangroves immersive experienceAt the Annual Meeting in Davos 2023, the World Economic Forum hosted its first-ever metaverse-enabled multilateral meeting in its ocean hub, allowing part

247、icipants to discuss seafood loss and waste while immersed in a virtual ocean world. The meeting included remote participation from outside of Davos, enabled through the connective power of VR. The Forum is planning for additional meetings in the course of 2023 and beyond, which would promote inclusi

248、vity for global stakeholders to join critical discussions as well as carbon footprint savings from travel reduction. The Forum also premiered the mangrove immersive experience where users were transported into a multi-faceted ocean world, where they could plant mangrove saplings underwater on the oc

249、ean bed and see the effect on an accelerated timescale, with saplings sprouting instantaneously, clearing the water of sediment and welcoming fish back in the coastal environment, illuminating and reinforcing the need to protect coastal ecosystems.Source: World Economic Forum Global Collaboration Vi

250、llage Kelp conference room Mangrove immersive interactionSocial Implications of the Metaverse39Contents3 Embodiment of natureThe value of sensory experience may be significantly higher if experienced while embodying nature itself. Research indicates that embodying non-human beings, such as plants or

251、 animals in VR provokes reflective processes on ones own role in nature.114,115 Embodying nature and first-hand experience of climate change significantly increases environmentally sustainable behaviour in real life, and more than doubles the likelihood to engage in voluntary education around climat

252、e change and its impacts. These findings do not only hold short term but were shown to impact behaviour even one month after the virtual experience.116 Virtual embodiment is shown to increase understanding of others, decrease biases and change real-life attitudes and behaviours.1174 Environmentally

253、conscious consumptionImmersive technologies such as VR and AR can reduce waste by allowing customers to virtually interact with products, such as trying for fit virtual test drives before purchasing, thereby helping to reduce waste by lowering return rates and carbon emissions.Spotlight on the retai

254、l challenge: Eachyear in the US alone, $400 billion worth ofmerchandise is returned, equating to:118B O X 9Metaverse as an enabler of more sustainable retailThe Google Pixel 6 “Material You Fashion Collection” launched a carbon neutral 12-piece collection with digital fashion houses The Fabricant an

255、d DressX. Users were able to upload their photograph and then virtually see themselves dressed in their chosen item.119More leaders are beginning to use metaverse technologies to help combat environmental challenges, with 64% of leading consumer brands starting to invest in immersive experiences.120

256、15 milliontonnes of CO2 emitted yearly throughout the retail returns process5 billionpounds of retail waste sent to landfills in one year8 billionBy 2025, waste from returns in the US could reach 7.8 billion pounds, and carbon emissions could reach 23 million tonnes, with returned items projected to

257、 reach 8 billion.Social Implications of the Metaverse40ContentsC A S E S T U D YNvidia Omniverse and BMW Group Worlds first virtual factory In the age of the metaverse and AI, new manufacturing factory projects are going digital-first. Nvidia Omniverse and AI has helped BMW set up new factories fast

258、er and deliver greater operational efficiency and savings, as well as sustainable innovation by simplifying the entire factory planning process. Factory projects and planning, once a complex process that required connecting tools, datasets and specialists from around the world, can now happen in a v

259、irtual factory optimizing layouts, robotics and logistics systems years before a new factory opens. As a result, BMW launched the worlds first virtual factory with the physical EV plant set to open in Debrecen, Hungary, in 2025.123SnapshotRole of digital twins in accelerating sustainabilityAdoption

260、of digital twins can help to counteract environmental impact, driving both sustainability efforts and supporting the transition to a more circular economy. These technologies allow users to design, test and model disruptive new sustainable products and processes at speed and scale, all virtually, si

261、gnificantly decreasing time to market and minimizing the risk associated with complex innovations and projects. Today, the use of digital twin technologies can be seen in the development of 85% of the worlds electric vehicles (EVs) or powering breakthrough prototypes, such as the worlds first solar

262、aircraft and new biomaterials.Research by Accenture and Dassault Systems found that across five industry use cases spanning construction, consumer packaged goods, electronics, transport and logistics, and pharmaceuticals, digital twin technologies could unlock up to 7.5 gigatonnes of CO2 equivalent

263、(GTCO2e) emissions reductions by 2030.121B O X 1 0Metaverse technology in car prototypingDigital twins technology enabled SEAT to reduce the number of prototypes needed to be physically made prior to launching a new model by half while lowering production time by30%.12230%Social Implications of the

264、Metaverse41ContentsC A S E S T U D YAden Digital twin for commercial centre in Chengdu, ChinaAden, a leading integrated facility management service provider has created a digital twin for one of the commercial centres in Chengdu, China. It monitors, aggregates and understands data to plan and execut

265、e inspection, maintenance and repair activities. Expected benefits from this project include reduced annual energy consumption by 20%, lower water use and waste generated and improved health and safety performance. 3D simulations to model and simulate the behaviour of the building systems are used t

266、o predict and optimize energy consumption under different operating conditions.124Currently, more than half of the global population live in cities, consuming 78% of the worlds primary energy.125 Digital twin technologies can help in the overall urban transition to net-zero carbon cities by enhancin

267、g urban design through simulation, planification and optimization. This enables city planners to test various responses to everything from population growth and resource management to public events and building patterns and implement those that create the safest, most positive experiences.The applic

268、ation of digital twins, in conjunction with AI and broader metaverse technologies will play a central role in the digitization of industries, helping to unlock sustainable innovation through adaptive, collaborative and autonomous automation and product creation all to be explored further in future w

269、ork.B O X 1 1Metaverse enabled smart buildingsEnergy consumption in buildings can be reduced by 30-80% using proven and commercially available digital twin technologies, often within the broader framework of smart cities.12630-80%Social Implications of the Metaverse42ContentsEconomic impact and empo

270、werment5Social Implications of the Metaverse43ContentsThe metaverse will bring economic opportunity; the models that realize this from a consumer-facing perspective were explored in the Demystifying the Consumer Metaverse report.Economic empowerment is the capacity of people to participate in, contr

271、ibute to and benefit from the growth of a market in ways that recognize the value of their contributions. The metaverse will further empower creators, brands and users alike, by unleashing a new canvas, toolsets and currencies that unlock new ways to express, collaborate and monetize their work, be

272、that for monetary or intrinsic reward. There are, however, challenges that must be addressed to ensure a sustainable and economically viable economy in the metaverse, such as the treatment of IP rights, portability ofownership and identity and the mechanics that must be in place to support transpare

273、nt and fair value distribution, so that individuals arecompensated for their work andexperiences fairly. 5 Economic impact and empowermentThe growing creator economyEvidence of underlying growth is apparent across the metaverse economy. Participation and economic activity are already material, with

274、the pace of growth continuing to accelerate.To note is how value distribution in the creator economy and the metaverse will be contingent on factors such as ownership and the role of platforms, from fees taken by platforms, to whether platforms will be owned by the collective and fees distributed ac

275、cordingly.F I G U R E 1 3Economic and consumer behaviours in the metaverseEconomic activity in the metaverseof consumers look forward to creating and monetizing content in the metaverseNew ways to express yourself:50%of consumers see the metaverse as a business opportunityNew ways to make a living:6

276、0%of brands and creators want platforms to be more involved in their projectsNew ways to collaborate:78%Consumer behaviours in the metaverse$200 billionestimated level of metaverse commerce in2022 concentrated in gaming, enterprise and retail$10.4 billioninvestment in companies related to the metave

277、rse300 milliondigital asset users in the metaverse by start of 2022Social Implications of the Metaverse44ContentsThe rise of creators and the broader creator economy is the digital manifestation of the rise of creativity as a key element in economies, societies and everyday lives. The scale and scop

278、e of creators and the creator economy is large and growing. Creators number more than 300 million people across nine large nations, including more than 85 million Americans, according to a 2022 survey.127F I G U R E 1 4Creator economy by numbersSources: “The Creator Economy Explained: How Companies

279、Are Transforming The Self-Monetisation Boom”, CBI Insights, 15June 2021; “The Creator Economy Could Approach Half-a-Trillion Dollars by 2027”, Goldman Sachs, 19April 2023; Adobe, Adobe Future of Creativity: 165M+ Creators Joined the Creator Economy Since 2020 Pressrelease, 25 August 2020.The creator

280、 economy has boomed globally in recent years, thanks to more advanced social media applications, popular creative tools, peoples desire to express themselves and other factors.Tony Ng, Managing Director of Greater China,AdobeThe creator economy has been through multiple phases of evolution and the m

281、etaverse and web3 are redefining the art of the possible for creators once more. Todays leading digital platforms are providing opportunities for users with new avenues to monetize their work, from virtual goods or events, to leasing of assets and more. For example, The Sandbox has introduced a self

282、-service mechanism that enables creators to design, build and sell everything themselves, with limited administrative support by the platform, resulting in a revenue share of 95% in favour of creators (e.g. for the creation of items, wearables, tickets and more), with The Sandbox only taking a 5% pl

283、atform fee. The metaverse provides creators with another experience and economy layer,128 inwhich to interact with their community and create content, engage and transact. These experiences give unprecedented levels of control to the user, forging loyalty and helping them to discover joy and delight

284、 in new forms of self-expression. Further insight on goods and experiences, payments and commerce economic models for brands and creators can be found in the Demystifying the Consumer Metaverse report.self-identified creators over the next 5 years1 billionventure capital funding for the creator econ

285、omy in 2021$1.3 billion165 millionpeople grew the global creator economy to $100billion overthe past 2.5 yearsincrease by 2027192%Creator economy market size2027Today$480 billion$250 billionSocial Implications of the Metaverse45ContentsGenerative AI is powering creators in the metaverse C A S E S T

286、U D Y Generative AI on Roblox the future of creationRoblox Studio provides creators with a platform that enables end-to-end tools, services and support to build immersive 3D experiences with the ability to publish immediately on all popular platforms, reaching 58.8 million people daily worldwide. Ro

287、blox is now embedding generative AI onto the platform, enabling every user to be a creator, not just those comfortable with Roblox Studio and other 3D content creation tools. These AI tools not only accelerate creator productivity but can also significantly lower the technical skills needed to bring

288、 ideas to life.Some creators may know how to code but have limited experience creating high-fidelity 3D models. Others may be more experienced in model design, but less experienced in coding. In both cases, a beginner will be able to bring their imagination to life in a Roblox experience by introduc

289、ing a set of tools more accessible to a typical user than exists in any environment today such as voice and text or touch-based gestures.Generative AI tooling will help make creation intuitive and natural for users, creating a generative model for all types of content at once image, code, 3D models,

290、 audio, avatar creation and more and be directly embedded into experiences, allowing Robloxs daily users to create unique content that can be shared across the platform.129Platform spotlightEmpowering creators through the integration of generative AI, new low/no code tools and features, and fairer p

291、ay-outs.Social Implications of the Metaverse46Contents AI could help artists create new metaverse spaces that exist in ourdreams.Refik Anadol, Director, Refik Anadol Stuidos; Village Partner, Global Collaboration Village, World Economic Forum131The metaverse also has the potential to vastly expand t

292、he reach of creators and brands, giving rise to a builder economy, relating not just to the individual but teams of individuals, connecting and building companies, creating experiences or digital goods, such as items for avatars to wear on platforms like Roblox for monetary gain.Note: AI can help wi

293、th the compositional aspects of generative world creation. However, although rapidly accelerating, the technology today for generating a 3Dmodel that is readily usable in a virtual world is still initsinfancy.132C A S E S T U D Y Unreal Editor for Fortnite (UEFN) and Creator Economy 2.0 on Epic Game

294、sUEFN is a version of Unreal Editor that can create and publish experiences directly to Fortnite. With many of Unreal Engine 5s powerful features now easily accessible, creators and developers have new creative options for producing games and experiences that can be enjoyed by more than 500 million

295、Fortnite player accounts. UEFN is being launched alongside Creator Economy 2.0 anew way for eligible Fortnite island creators, including Epic, to receive money based on engagement with their published content.Engagement pay-outs proportionally distribute 40% of the net revenue from Fortnites item sh

296、op and most real-money Fortnite purchases to the creators of eligible islands and experiences, both islands from independent creators and Epics own, such as Battle Royale. Epic will also launch a unified 3D marketplace later this year, where creators can find, publish and share digital assets for us

297、e in creating digital experiences and earn an 88% revenue share.130Social Implications of the Metaverse47ContentsThe changing nature of workThe COVID-19 pandemic introduced trends such as the “great resignation” and a rise in entrepreneurship and content creation to earn a living. These trends have

298、given way to a newability to engage a community in entirely new ways. Remote working has already altered the landscape of work within the enterprise, as many companies embrace the concept of “work from anywhere” and are able to find talent in different geographies, sometimes from whole new talent po

299、ols. The globalization of talent goes two ways it means employers can find new talent across the world, and individuals will find opportunities they didnt have access to before. This is supported by the fact that the metaverse not only allows people to interact in virtual spaces without being constr

300、ained by physical boundaries, but allows a sense of presence, which improves collaboration and productivity. Access allows individuals who might otherwise be excluded from traditional economic opportunities to participate in the global economy and potentially earn a living wage.F I G U R E 1 5Shifti

301、ng definitions of work in the creator economySelect the different areas of the Venn diagram to discover moreSelect the different areas of the Venn diagram to discover moreSocial Implications of the Metaverse48Traditional economy Economic activity that largely entails in-person, physical or offline s

302、ervices, work, activities, andexperiences.ExampleTraditional craftsmen or artists finding new online audiences through streaming their creation process and selling digital prints.Traditional economy OfflineCreator economy HybridDigital economy OnlineMetaverseContents5 Economic impact and empowerment

303、Socioeconomic impact for women in the metaverse and web3Noted for further exploration, the proliferation of more tech-based job opportunities may result in greater gender imbalance. As noted in the World Economic Forums Global Gender Gap Report, accounting for graduates from all fields, the percenta

304、ge of female graduates in information and communication technologies (ICT) is 1.7%, compared to 8.2% of males.133 The ITU reports that more than 50% of the worlds women are offline. Women are likely merely to borrow or share mobile phones (often within a household or from a male family member) and a

305、re rarely the primary owners of a mobile device.134 GSMA reports that women are more likely to have simpler feature phones that do not support mobile internet use and are 15% less likely than men to own a smartphone, let alone AR/VR-enabled hardware.135 F I G U R E 1 6Share of graduates, by field an

306、d gender, OECD averageSource: World Economic Forum, Global Gender Gap Report, 2022.These disparities in use limit females access to the full range of opportunities offered by the digital economy. The internet is often perceived as a risk to the traditional social order or seen as unsafe for women an

307、d girls. Men (or family/community) gatekeepers may control or restrict access to devices and the internet for women and girls. For example, some rural communities in northern India have banned womens mobile phone use, and other communities have decrees declaring internet use “immoral” for women. Mor

308、e attention will need to be given to the gender opportunity gap, as these challenges could exacerbate with the emergence of the metaverse.Business administration and lawEducationSocial sciences, journalism and informationArts and humanitiesEngineering, manufacturing and constructionNatural sciences,

309、 mathematics and statisticsServicesInformation and communicationtechnologies (ICTs)Agriculture, forestry, fisheries and veterinaryGeneric programmes and qualificationsHealth and welfare30201000102030MenShare of graduate by field, %Women24.80%24.29%20.41%13.65%11.13%11.00%6.59%8.38%8.22%7.59%7.95%24.

310、59%2.00%0.07%5.64%4.99%5.07%4.52%1.66%1.65%0.09%5.99%Social Implications of the Metaverse49Contents5 Economic impact and empowermentThe macro-economic effects of the metaverseMany critical questions have begun to arise about the macroeconomic impact of the metaverse. The metaverse economy is already

311、 a growing part of the broader global digital economy. In the same way the internet underpins economies today, the metaverse is said to soon be the same and on a broader scale than is known today. The creator economy will help increase the supply of goods and services in the metaverse, and as adopti

312、on continues, new financial assets and services (development of payment capabilities), identity infrastructure and other resources will be required to meet demand and deliver on the promise of an open and interoperable metaverse. The metaverse will impact every aspect of economics, from the future o

313、f money, work, education, identity, commerce, media, advertising and more, through the consumer, enterprise and industrial metaverse. Development within the enterprise and industrial metaverse will make its way to the consumer metaverse, and while brands, F I G U R E 1 7The metaverse presents a prom

314、ising newarena of economic opportunityplatforms and creators continue to make strides, major industries from advanced manufacturing to the enterprise have already taken several steps to adopt the metaverse.Financial transactions in and out of the metaverseEmpowered by new forms of payments and curre

315、ncy, the metaverse is powering a digitally native economy, necessitating robust payment infrastructures, encompassing digital assets as a store of value or cryptocurrencies as means for payment. While cryptocurrencies in the metaverse have captured media attention, metaverse transactions are expecte

316、d to be conducted in fiat currency, in-platform tokens as well as cryptocurrencies. The interplay of various payment means and currencies is expected to establish a need for services such as on- and off-ramps for currency conversion, wallets to verify ownership, store digital assets and provide acce

317、ss, and custody to protect assets from potential threats. Broad metaverse adoption hinges on the ability to bring identity, money and objects seamlessly and securely across environments.Aggregate demand139 impact on monetary policy may also occur as money is created in the metaverse with new currenc

318、ies or stablecoins, which are then used to purchase physical goods in the physical world, such as a house or car. Future work will be required to understand the macroeconomic impact of the metaverse in greater depth. This includes taxation from income gained in the metaverse, which is currently ambi

319、guous in terms of tax law, to jurisdictional economics and how metaverse governance may be determined by its equivalent of the uniform resource locator (URL) location and the potential strain this may have on todays lawmakers, law enforcement and court capacity.$3 trillionThe metaverse presents a pr

320、omising new arena of economic opportunity, potentially contributing more than $3 trillion to global GDP by 2031,136 resulting in a total contribution of 2.8% to GDP in the 10th year after the start of its adoption curve in 2021.137700 millionprojected worldwide users of the metaverse by 2023.$4.4 tr

321、illiontotal addressable market for metaverse by 2023, with the highest penetration rate forecasted in South Korea.138Social Implications of the Metaverse50ContentsConclusionThe metaverse has the potential to bring about significant social, economic and environmental changes. However, these opportuni

322、ties come with the responsibility to ensure that access and adoption, health, sustainability, economic impact and empowerment, and DEI are prioritized in the design and deployment of trusted metaverse technology and experiences.Governments, NGOs and private sector businesses need to collaborate to e

323、stablish the necessary foundational infrastructure and promote metaverse growth, while ensuring that the digital divide is not widened. Research, use cases and collaboration are essential in exploring the potential impact of technologies that come together to make up the metaverse on various aspects

324、 of life. These efforts should focus on areas such as access and accessibility, inclusive and responsible design, fair flow of money and environmental sustainability to maximize the potential benefits of metaverse technology and experiences, while minimizing the risks.This report gives a comprehensi

325、ve but non-exhaustive overview of possible social opportunities and challenges in the metaverse and aims to guide future development of metaverse hardware, software and experiences. While this report marks an important first step on the journey towards a metaverse that delivers social value, further

326、 longitudinal research that balances positive and negative outcomes, research and analysis of the effectiveness of challenge mitigation strategies, as well as analysis of the impact on businesses value chain sustainability and entire economies is needed. Furthermore, the establishment of metaverse s

327、pecific standards and regulation, as well as investment and education are essential to drive an equitable and fair metaverse. As the metaverse continues to evolve, it presents an unparalleled opportunity to construct more equitable and trusted virtual worlds that can significantly impact physical re

328、ality. The insights provided in this report serve as a foundation for companies and individuals to embark on their educational metaverse journeys and translate knowledge into economically and socially viable actions that promote positive change in this next era of digital transformation.Social Impli

329、cations of the Metaverse51ContentsGlossaryCentralized: An organizational or architectural setup such as environments, platforms or ecosystems wherein decision-making authority and operational control are consolidated within a central hub. This promotes cohesive management, centralized data storage a

330、nd synchronized processes. Cryptocurrencies: Digital currencies that use cryptography for security and are not backed by a central authority, making themdecentralized. Crypto exchanges: Online platforms, or exchanges, that allow users to buy, sell and trade cryptocurrencies in a peer-to-peer setting

331、.Decentralized: Decentralized refers to an organizational or architectural framework such as environments, platforms or ecosystems where decision-making authority and operational control are distributed across multiple nodes or entities rather than concentrated in a central hub.Decentralized autonom

332、ous organizations (DAO): An organization that operates with predefined rules encoded into its protocols and are generally managed by making use of smart contracts and distributed ledger technology (DLT), typically blockchain, to provide transparency, immutability, autonomy and security. All decision

333、s are taken based on programmatic algorithms, where participants can execute their voting rights if applicable.Decentralized identity: Decentralized identity refers to a paradigm shift in identity management, enabling individuals to assert and control their digital identities without relying on cent

334、ralized intermediaries.Digital identity: Refers to the representation of an individual, organization or entity in the digital realm. It encompasses the collection of personal attributes, credentials and information that uniquely identify and distinguish an entity in the online world. Digital identit

335、ies enable authentication, authorization and access control in various digital interactions and transactions, shaping the way individuals engage with digital services and platforms. Digital ownership: Trusted and secure management of peoples identity, money and objects as they traverse spatial exper

336、iences.Crypto wallet: A piece of software or hardware with which users perform the send/receive operations of digital assets through a blockchain network.Diminished reality: A set of methodologies for selectively concealing, eliminating and/or seeing through objects in a perceived environment in rea

337、l time. Distributed ledger technology (DLT): Refers to a broader concept of a digital record-keeping system that is distributed across multiple participants or nodes. It encompasses various forms of decentralized databases or ledgers that are shared among multiple parties, allowing them to maintain

338、a synchronized and consistent record of transactions or data.Education equality: The principle that all individuals should have equal access to educational opportunities regardless of their race, gender, socioeconomic status or any other personal characteristic.Education mobility: The ability of ind

339、ividuals to advance their education and career opportunities through various means such as acquiring new skills, degrees or certifications.Generative AI: Refers to a branch of artificial intelligence that focuses on the creation and generation of content such as images, text or music through machine

340、 learning algorithms. Unlike traditional AI systems that primarily perform classification or prediction tasks, generative AI models are designed to generate output by learning patterns and structures from vast amounts of training data. Human-first metaverse: A metaverse that prioritizes the human ne

341、eds of the individual and consequently integrates supportive design choices, tools and interactions to respect the persons behind the data. This transcends decisions from architecture and security to privacy, identity and safety choices.Interoperability: The ability to interact, exchange and make us

342、e of data and resulting information to enable movement, transactions and participant across systems, platforms, environments and technologies.Loot-boxes: A form of microtransaction in video games where players can earn or purchase virtual items or random rewards in exchange for real money.Social Imp

343、lications of the Metaverse52ContentsMetaverse: The metaverse represents a continuum of digitally enhanced worlds, realities and business models. It is a dynamic environment that uses spatial computing platforms, generative AI, web3 and blockchain technologies to enable augmentation of the real world

344、.Microtransactions: Small payments made in exchange for digital goods or services, often used in mobile games, e-commerce or social media platforms.Non-fungible tokens (NFTs): Digital assets that represent unique, one-of-a-kind items or pieces of content, such as artwork, collectibles or virtual rea

345、l estate. Unlike cryptocurrencies, which are fungible and interchangeable, NFTs are indivisible, have distinct properties and mayprovide a digital certificate of authenticity and ownership.Permissioned: A system where access and control are granted to a select group of individuals or entities. It in

346、volves setting specificpermissions and restrictions on whocan participate or make changes withinthe infrastructure.Permissionless: Refers to (blockchain) networks without restrictions neither to read nor validate transactions, which means all participants have the same rights. Permissionless network

347、s are also known as public networks.Spatial computing: 3D interactive content displayed in the real world through digitally augmented physical spaces and in virtual metaverse spaces, accessed via mobile phones, desktop computers and headsets augmented reality (AR), mixed reality (MR) and virtual rea

348、lity (VR), otherwise known as extended reality (XR).Social economics: Primarily concerned with the interplay between social processes and economic activity within a society. Social economics may attempt to explain how a particular social group or socioeconomic class behaves within a society, includi

349、ng their actions as consumers.140Social impact: Describes any improvement that confronts or addresses inequalities and injustices in a community. Different sectors including businesses, government agencies and non-profit organizations can contribute to positive changes on a small and large scale. Si

350、nce social impact advocates address systemic issues, the work and result of social impact require a series of many actions rather than one event.141Social implications: The potential consequences and effects of technology on society, culture and human behaviour.Social mobility: The ability of indivi

351、duals to move up or down in social status or economicclass based on their education, skillsand opportunities.Social norms: Social norms are the perceived informal, mostly unwritten, rules that define acceptable and appropriate actions within a given group or community, thus guiding humanbehaviour. S

352、ocial norms are therefore situated at the interplay between behaviour, beliefs and expectations.142Social value: The positive impact of technology on society, culture and human well-being.Social values: The beliefs, attitudes and opinions about what is important, both to individuals and to society.

353、A value, therefore, is a belief (right or wrong) about the way something should be.Society: Society (metaverse context): The communities that creators, participants and providers live and engage in. Society includes the public and private sector, and its individual and organizational bodies on a loc

354、al and global level. Not only does society establish social norms, but it also serves a regulatory obligation that replicates to the metaverse.Society (social science): A large group of people who live together in an organized way, making decisions about how to do things and sharing the work that ne

355、eds to be done. All the people in a country, or in several similar countries, can be referred to as a society.143Tokenization: The digitization and representation of a physical or digital asset within a distributed ledger. This process brings a more commercialized vision, where people can value and

356、exchange any element based on its supply and demand.Web3: Describes an emerging portfolio of decentralized technologies, protocols and standards that help to establish provenance, veracity and value of data.Web 3.0: Web 3.0 describes the evolution of the internet, it is an evolution focused on distr

357、ibuting systems to create a more secure, transparent and open internet experience that enables direct interactions between users and their peers without intermediaries.Social Implications of the Metaverse53ContentsContributorsThis paper is a combined effort based on numerous interviews, discussions,

358、 workshops and research. The opinions expressed herein do not necessarily reflect the views of the individuals or organizations involved in the project or listed below. Sincere thanksare extended to those who contributed their insights via interviews and workshops, as well as those not captured belo

359、w.World Economic Forum Connie KuangLead, Metaverse Value Creation Cathy LiHead, AI, Data and Metaverse, Centre for the FourthIndustrial Revolution; Member of the Executive CommitteeMetaverse Initiative Project FellowsThomas BeckleyStrategy Manager, Growth Strategy, AccentureEuropeJennifer BettingerR

360、esponsible Metaverse Consultant, Metaverse Continuum Business Group (MCBG), AccentureGermanyKevin CollinsManaging Director and Global Software andPlatforms Lead, Accenture USAAnhwa GriffithsStrategy and Consulting Manager, Software and Platforms, Accenture UKIKathryn WhiteResponsible Metaverse Lead,

361、 MCBG, Accenture USAAcknowledgementsSincere appreciation is extended to the following working group members, who spent numerous hours providing critical input and feedback to the drafts. Their diverse insights are fundamental to the success of this work.Joe Abi Akl Chief Corporate Development Office

362、r, Majid Al Futtaim HoldingBrian Afande Co-Founder and Managing Director, BlackRhino Virtual Reality Saeed Aldhaheri Director, Center for FuturesStudies, University of DubaiAhmed Alghamdi Chief Executive Officer, ArtificialIntelligence Global, AlGihaz HoldingSamar Ali Chief Executive Officer, Millio

363、ns of ConversationsPeter Allwood Vice-President, Cyber and Intelligence, MastercardGabo Arora Founder and Creative Director, LightShedDaniel Asmar Associate Professor, Department of Mechanical Engineering, American University of Beirut (AUB)Moritz Baier-Lentz Partner and Head, Gaming, Lightspeed Ven

364、turePartnersPaul Bances Vice-President, Market Development and NewLegalEntity, PayPalJustin Banon Co-Founder, Boson ProtocolJonathan Batty Director, Public Relations, EMEA, DXC TechnologyIrakli Beridze Head, UNICRI AI CenterDoreen Bogdan-Martin Secretary-General, International Telecommunication Unio

365、n (ITU)Thomas Bohn Founder and Head, Cyber-Human Lab, University of CambridgeSbastien Borget Co-Founder and Chief Operating Officer, TheSandboxMarine Boulot Vice-President of Public Relations and Communications, Improbable WorldsOlivier Bramly Chief Executive Officer, Media andEntertainment, evision

366、, e&Jehangir Byramji Emerging Technology and Innovation, Lloyds Banking GroupCiara Byrne Director, New Business Innovation, Cond NastMarquis Cabrera Chairman and Chief Executive Officer, Stat ZeroIsaac Castro Garca Co-Founder and Co-Chief Executive Officer, EmergeKevin Chan Global Policy Campaigns S

367、trategy Director, MetaPlatformsAchyut Chandra Senior Manager and Lead, OI and Technology Venturing, O/o Chief Technology Officer, HCLTechnologies Pearly Chen Vice-President, HTC-VIAEugene Chung Chief Executive Officer and Founder, PenroseStudiosNighat Dad Board Member, The Oversight BoardSocial Impl

368、ications of the Metaverse54ContentsJulie Dawson Chief Policy and Regulatory Officer, YotiDaniel Diez Chief Transformation Officer, Magic LeapScott Eckert Senior Vice-President, Next Generation Retail andStore No. 8, WalmartJaafar Elmirghani Head, Engineering and Technology in the Department of Digit

369、al Communications, NEOMTamer Eltoni Senior Vive-President, Digital Adjacencies andDevices, e&Maureen Fan Co-Founder and Chief Executive Officer, BaobabStudiosRyan Fitzpatrick Senior Vice-President, Strategy, Vindex Clementina Giraldo Founder and Chief Executive Officer Walter Greuner Chief Informati

370、on Officer, Covestro Cathy Hackl Chief Metaverse Officer, Futures Intelligence GroupYlva Hansdotter Founder and Executive Director, XR ImpactScott Harden Chief Technology Officer, Innovation, SchneiderElectricCortney Harding Chief Executive Officer, Friends with HologramsHuda Al Hashimi Deputy Minis

371、ter of Cabinet Affairs for Strategic Affairs, Office of the Prime Minister of the UnitedArab EmiratesMohamed Heikal Head, Business Development, Majid Al Futtaim HoldingRoberto G. Hernandez Chief Innovation Officer, PwCHeidi Holman Assistant General Counsel, MicrosoftAbdulrazzak Hussain Vice-Presiden

372、t, Information and Communication Technology, The Olayan GroupTatsuya Ichikawa Chief Executive Officer, AversStephanie Ifayemi Global Shaper, London I HubRolf Illenberger Chief Executive Officer, VRdirect Daniel Isaacs General Manager and Chief Technology Officer, Digital Twin Consortium; Chief Strat

373、egy Officer, ObjectManagement Group Kyle Jackson Chief Executive Officer, Talespin Reality LabsMikaela Jade Founder and Chief Executive Officer, IndigitalAbdulla Al Jaziri Senior Manager, Digital Disruption, Dubai Electricity and Water Authority (DEWA)Makarand Joshi Director, Internet of Things Stra

374、tegy, Schneider Digital, Schneider ElectricMasa Kawashima Executive Producer, Director of Asia Pacific Operations, NianticHoda Al Khzaimi Director, Centre for Cybersecurity; Founder and Director, EMARATSEC, New York University Abu DhabiOrkun Kirli Adviser, DMD, Dubai Future FoundationRonald Kogens P

375、artner, MMEIngrid Kopp Co-Founder, Electric SouthBasak Koralturk Head, Corporate Strategy, JPMorgan Chase & Co.Kyle Kretschman Head, Economics, Spotify Abhimanyu Kumar Co-Founder, NaavikNatalie Lacey Chief Research Officer, Ipsos Group Fabio La Franca Founding Partner, Blueverse Ventures Grace Lee V

376、ice-President, AlixPartnersJangwon Lee Chief Executive Officer and Founder, ContentsTechnologiesAlisha Lehr Executive Director, Technology Business Development, Morgan Stanley Helena Leurent Director-General, Consumers InternationalJoseph Lin Head, HTC Content and Platforms, HTC-VIAMiranda Lutz Dire

377、ctor, Public Policy, XR AssociationKuniyoshi Mabuchi Managing Director, PwC JapanDominic Maffei SC Ventures Head, Hong Kong, StandardCharteredBankCharles de Marcilly Administrator, Council of the European UnionCalvo Mawela Group Chief Executive Officer, Multichoice Group Services Social Implications

378、 of the Metaverse55ContentsEva Maydell Member, European ParliamentDinusha Mendis Professor of Intellectual Property and Innovation Law, Bournemouth UniversityJochen Menges Director, UZH Center for Leadership in the FutureofWork, University of ZurichNelly Mensah Vice-President, Digital Innovation, LV

379、MH Tibor Mrey Managing Director and Partner, Boston Consulting Group (BCG)Alan Miles Executive Vice-President, Commercial Operations andStrategy, NielsenJonathan Miranda Vice-President and Head, Corporate Strategy, Sony Interactive EntertainmentPeter Miscovich Managing Director, Strategy and Innovat

380、ion, Consulting, JLLHiroaki Miyata Professor and Chair, Department of Health Policy Management, Faculty of Medicine, Keio UniversityHamdullah Mohib Director, Corporate Coverage, Chimera CapitalKarabo Morule Founder, Amara Strategic Investments Angelica Munson Executive Officer, Chief Digital Officer

381、, Shiseido Company Rucha Nanavati Chief Information Officer, Mahindra GroupEli Noam Professor of Finance and Economics; Director, Columbia Institute for Tele-Information, Columbia Business SchoolGenki Oda Chairman and Chief Executive Officer, RemixpointHenney Oh Chief Executive Officer, GaudiolabJud

382、ith Okonkwo Founder, Imisi 3DHelen Papagiannis Founder, XR Goes PopJinyoung Park Chief Executive Officer, NdotlightNimesh Patel Chief Executive Officer and Founder, KabuniVentures Amy Peck Founder and Chief Executive Officer, EndeavorXRGerald Podobnik Chief Financial Officer Investment Bank, Corpora

383、te Bank and ESG, Deutsche Bank Anna Rafferty Vice-President, Digital Consumer Engagement, TheLEGO GroupSaif Al Rahma International Legal Advisory, Dubai Economic and Tourism Department, United Arab Emirates GovernmentRobert Rakowitz Initiative Lead, The Global Alliance for Responsible Media, The Wor

384、ld Federation of Advertisers (WFA)Ramesh Ramadoss Chair IEEE Blockchain Technical Community, Institute of Electrical and Electronics Engineers (IEEE)Gabriela Ramos Assistant Director-General for the Social and Human Sciences, United Nations Educational, Scientific and Cultural Organization (UNESCO)Y

385、onatan Raz-Fridman Chief Executive Officer, SupersocialMichal Reffay Adviser, Digital, Telecommunications and Postal Services, Permanent Representation of France to the European UnionPhilip Rosedale Co-Founder, High FidelityFabio Andrea Rossi Vice-President, Digital Candidate and Associate Platform,

386、 Adecco GroupKeyun Ruan Founder and Chair, Happiness Foundation and haia.ai Ali Sajwani Chief Operation Officer, DAMAC International Nadim Salha Investment Director, Amanat Holdings Erica Salinas Principal Tech Leader, Web3, AmazonMike Sepso Chief Executive Officer and Co-Founder, Vindex Nagwa El Sh

387、enawi Undersecretary, Ministry of Communications and Information Technology of EgyptJeongho Shin Chief Technology Officer, CJ OlivenetworksLewis Smithingham Senior Vice-President, Innovation, S4Capital Tracy Stallard Global Vice-President, Consumer Experiences and In-House Agency, Anheuser-Busch InB

388、evHugo Swart Vice-President and General Manager, XR, Qualcomm Artur Sychov Founder and Chief Executive Officer, Somnium SpaceHua Fung Teh Co-Founder and Group President, Group One HoldingsTimmu Tke Chief Executive Officer, Wolfprint 3DMichael Tunks Head, Policy and Public Affairs, Internet Watch Fou

389、ndationNikhil Velpanur Web3 Lead, AWS Public SectorSocial Implications of the Metaverse56ContentsProductionPhoebe BarkerDesigner, Studio Miko Laurence DenmarkCreative Director, Studio MikoMartha HowlettEditor, Studio MikoGeorge MesserDesigner, Studio MikoOliver TurnerDesigner, Studio MikoMatthew Vic

390、k Head, Futures and Innovation, HM Revenue & CustomsSara Lisa Vogl Creator, R00ts ClubMiheer Walavalkar Chief Executive Officer, LiveLikeAmy Webb Chief Executive Officer, Future Today Institute Silvia Wiesner Consultant, Leadership Advisory, Egon ZehnderJosh Williams Chief Executive Officer, Forte L

391、absCollette Winn Vice-President, Strategy and Operations, Creative Partnerships, NBCUniversal MediaElizabeth Wong Executive Manager, Strategy and Digital Economy, Infocomm Media Development Authority (IMDA)Jonathan Wong Vice-President, Product and Technology, Group One HoldingsWorld Economic ForumMa

392、ria BassoCentre Curator, Advanced Manufacturing and SupplyChainsKimberly BennettLead, Partnering for Racial Justice in BusinessShyam BishenHead, Centre for Health and Healthcare; Member of the Executive Committee, World Economic ForumHelen BurdettHead, Climate Technology, Centre for the Fourth Indus

393、trial RevolutionClaude DyerCommunity Lead, Digital InclusionJaci EisenbergHead, Content Curation, Global Collaboration VillageJeremy JurgensManaging Director, Managing Board, WorldEconomic ForumLisa MengHead, Digital InclusionJayant NarayanLead, Artificial Intelligence and Machine LearningAntonio Sp

394、inaLead, Digital Healthcare TransformationTim van den BerghLead, Climate Tech Innovation, Industry DecarbonizationAccentureSabrina AnjaraResearch Lead, Human Sciences Studio, AccentureThe DockMark CurtisHead, Sustainability, Accenture SongLouise JamesManaging Director, Accenture Development Partners

395、hipsHarun KarimpurLead Strategy and Innovation Consulting, XR ASG, AccentureRaghav NarsalayGlobal Research Lead, MCBG, AccentureAmanda StanhausManager, MCBG, AccentureSocial Implications of the Metaverse57ContentsEndnotes1. World Economic Forum, EDISON Alliance: 1Billion Lives Challenge, 2023.2. Lac

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