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7 Important Problems & Disadvantages Of The Metaverse


What are the downsides of the metaverse

In this post we are to look at the the seven downsides everyone should know about when it comes to the metaverse.

so the metaverse is this more immersive the next version of the internet,

where we use technology like augmented & virtual reality to immerse ourselves in the digital world,

with all of this digitization come privacy challenges.

 

1 - Privacy Challenges

So we already have privacy concerns when we browse the web where cookies can track us.

in the metaverse this will become more intense because we will have things like eye tracking,

where the vr headset can see exactly where you're looking at for how long,

so this is a marketer's stream but someone that is worried about their privacy will be even more concerned about this.

we also see more monitoring of our physical reactions as we link those virtual devices with our wear ables & haptic devices that measure our emotions and physical reactions to things.

so more personal data will be collected and potentially used by companies.

 

2- Protect Our Children

We also need to protect our children is again as a parent it's super difficult to track,

what our kids are doing online today,

let alone in the virtual world where they might wear vr goggles,

where you can't even see what they're looking at the world they're entering,

so there are now processes in place where you can monitor the screens using an ipad or phone for example to see what they're looking at and what worlds they are in,

but this will become an increasing challenge I think as more of our world moves into the virtual domain.

 

3 - Health Concerns

There are now terms being used such as vr hangover and post vr sadness,

that basically give us an idea that if we have spent so much time in this amazing immersive world,

when we then come back into the real world it can make us quite depressed and sad.

this will increasingly be a problem in the future where we have more even more beautiful immersive worlds.

also it will lead to more cyber addiction,

we already have this today where lots of kids spend far too much time on online games in the future when these beautiful immersive worlds exist it would become even a greater problem.

 

4 - Access Inequality

In order to use augmented reality we need the latest uh smartphones and handsets,

in order to use virtual reality we need the latest headsets and really good connectivity.

this will be a challenge to really give everyone across the world equal access to this,

because people with more money and those people living in more advanced worlds will clearly have better access to these services.

 

 

5 - Regulatory challenges

Will introduce new gray areas so for example can a virtual act be a crime,

I believe it can because in the metaverse if you're for example on vr and you're wearing a haptic suit where you can feel the touch from someone else,

this person then inappropriately touches someone else how is this different from the real world.

so we will have more of these regulatory challenges that need to be addressed in the future.

 

6 - Desensitization

Desensitization  might become an issue because we are now entering these real worlds,

if you are playing a very violent game and you can feel touch and make it it makes it very real,

this will exceed what we are having in video games today,  

where it almost feels as if you're doing things for real if you're trying to kill someone else or strangling someone else,

i believe there's a real risk that could desensitize people and make,

it much easier for them to replicate some of those behaviors in the real world.

 

7- Identity hacking

Especially the use of deep fakes because in the virtual world we will be using our avatars,

if someone has access to it they could basically simulate to be us,

this will make it much easier for people to hack your avatar steal it and pretend to be you,

for us again what we need to do in the metaverse is finding ways of verifying people's identity. 

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