Even in the metaverse companies need to be responsible Fortune

Companies need to be socially responsible in the metaverse too

"When you invite users into the virtual world developed by companies, we will have a conversation to understand the responsibilities of user experience," the creators say.

Miraisha / Getty Image

It is easy to imagine the collapse of the meta frustration bubble. In late March, Walt Disney disbanded 50 separate troops, which had developed a metaavas strategy. Two months ago, Microsoft announced the closure of Alto Space VR. Sony and the par t-time dancing Pico team accepted the sales of VR headset in 2023 significantly lower than prediction. Meta Platforms is increasing the number of layoffs, and Metaverse does not exist in CEO's recent concerts-the company focuses on this theory at least two years ago and actually changed the brand name. figure.

Pessimants have all the opportunities to admit that these companies should have predicted the arrival of these deep winter. According to a 2022 Forester's survey, 75 % of CMOs were expecting meta spring, but only 35 % of the buyers were interested in metabath. The Metaverse's ecosystem has not yet taken off for greed. There were few ad d-on choices. Tools and program development and developer compensation did not lead to the expected results last year, and metavers platforms like Horizon Worlds had almost 50 % of their profits. Apart from the creators, the skills to support it were also disappointing. The Virtual Reality Headset was unpleasant and often caused muddy sickness, so the spread was limited.

But don't pay attention to these cold symptoms and look again. According to the data, the metahase is awakening, and green buds are attracting attention. According to Metaverseed, Metavas's total number of intensity users exceeded 500 million in the first quarter of 2023, compared to 373 million in the same period in 2022. Game platforms such as Fortnite and Roblox are expected to increase the average of 200 million users per month last year, and the latter will increase the daily active user by 23 % by the end of 2022. < SPAN> Creators say, "If you invite users into the virtual world developed by companies, you will have a conversation to understand the responsibilities of user experience," the creators say.

Miraisha / Getty Image

It is easy to imagine the collapse of the meta frustration bubble. In late March, Walt Disney disbanded 50 separate troops, which had developed a metaavas strategy. Two months ago, Microsoft announced the closure of Alto Space VR. Sony and the par t-time dancing Pico team accepted the sales of VR headset in 2023 significantly lower than prediction. Meta Platforms is increasing the number of layoffs, and Metaverse does not exist in CEO's recent concerts-the company focuses on this theory at least two years ago and actually changed the brand name. figure.

The metaverse’s dark dimensions

Pessimants have all the opportunities to admit that these companies should have predicted the arrival of these deep winter. According to a 2022 Forester's survey, 75 % of CMOs were expecting meta spring, but only 35 % of the buyers were interested in metabath. The Metaverse's ecosystem has not yet taken off for greed. There were few ad d-on choices. Tools and program development and developer compensation did not lead to the expected results last year, and metavers platforms like Horizon Worlds had almost 50 % of their profits. Apart from the creators, the skills to support it were also disappointing. The Virtual Reality Headset was unpleasant and often caused muddy sickness, so the spread was limited.

But don't pay attention to these cold symptoms and look again. According to the data, the metahase is awakening, and green buds are attracting attention. According to Metaverseed, Metavas's total number of intensity users exceeded 500 million in the first quarter of 2023, compared to 373 million in the same period in 2022. Game platforms such as Fortnite and Roblox are expected to increase the average of 200 million users per month last year, and the latter will increase the daily active user by 23 % by the end of 2022. "When you invite users into the virtual world developed by companies, we will have a conversation to understand the responsibilities of user experience," the creators say.

Miraisha / Getty Image

It is easy to imagine the collapse of the meta frustration bubble. In late March, Walt Disney disbanded 50 separate troops, which had developed a metaavas strategy. Two months ago, Microsoft announced the closure of Alto Space VR. Sony and the par t-time dancing Pico team accepted the sales of VR headset in 2023 significantly lower than prediction. Meta Platforms is increasing the number of layoffs, and Metaverse does not exist in CEO's recent concerts-the company focuses on this theory at least two years ago and actually changed the brand name. figure.

Pessimants have all the opportunities to admit that these companies should have predicted the arrival of these deep winter. According to a 2022 Forester's survey, 75 % of CMOs were expecting meta spring, but only 35 % of the buyers were interested in metabath. The Metaverse's ecosystem has not yet taken off for greed. There were few ad d-on choices. Tools and program development and developer compensation did not lead to the expected results last year, and metavers platforms like Horizon Worlds had almost 50 % of their profits. Apart from the creators, the skills to support it were also disappointing. The Virtual Reality Headset was unpleasant and often caused muddy sickness, so the spread was limited.

But don't pay attention to these cold symptoms and look again. According to the data, the metahase is awakening, and green buds are attracting attention. According to Metaverseed, Metavas's total number of intensity users exceeded 500 million in the first quarter of 2023, compared to 373 million in the same period in 2022. Game platforms such as Fortnite and Roblox are expected to increase the average of 200 million users per month last year, and the latter will increase the daily active user by 23 % by the end of 2022.

Lighting the pathways

Indeed, it is not surprising that businesses are lining up to get on Metavselnaya, albeit with the least enthusiasm. Among retailers such as Walmart, which created 2 virtual skills in October last year, Pacverse-campaign and 2 Roblox in November 2022, PacSun-clothing brand, which launched LaTycoon-skill in February this year, and H& H& KP; M, which launched Loopopia in January. A little while ago, BMW Group announced its expanded use of NVIDIA's Omniverse platform to design and optimize manufacturing plants before they are built.

Several points bring business to Metavselnaya. First of all, businesses that want to be accepted as Vista do not have any chance to miss the bazaar developed by the online new generation. Secondly, businesses have the opportunity to use Metavselnaya for branding and best customer recognition - all the more new generation, since the majority of Metavselnaya's users are Gen Z and Alpha followers. Thirdly, some companies are already profiting there: Nike, for example, spent $186 million on resale in 2022 in the form of tokens. Before that, concerns about Metaverzernaya were introduced amid growing anxiety around the birth of a whole new market. And the conviction and impact of the first players will only encourage even more companies to enter Metaverzernaya.

Metaverzernaya has the potential to be beautiful, but companies may not have thought about what new work they are actually facing for. Metaverzernaya's strategy strongly advocates for the value of more thorough engagement. Companies must offer interesting skill sets and deploy digital assets themselves, but this is risky. Not long ago, McDonald's confirmed when, in a personal experiment, it did not realize that racial insults were included in its collection McRic NFT.

If a company allows users to participate in the virtual world it develops, a conversation awaits about the company's responsibility for the users' feelings. For example, people literally think that if advertising or promotion incites hatred or goes hand in hand with violent images or sexy unacceptable content, it is actually the company's responsibility. For this reason, if companies want to succeed on Metavernaya, they need to get seriously in touch with their "Digital Public Responsibility" (DSR, as I like to call it).

On Metavernaya, companies face three types of challenges:

Gu y-oriented. Almost all companies are targeting children, youth, and teenagers, a child, a young man, and a teenager in real time in Metaverse. In connection with this, the first project raises the ethical problem of appealing to young people, and there are concerns that the business may use the innocence of the people in this category. be. This may be confusing because children do not develop the ability to distinguish their imagination and reality. According to the US no n-profit organization, Parents Together, many families complained that their children spent $ 1, 100 to $ 7, 200 to buy apps at meta spring.

Binding, but gamifation plays an important role in metavers. The binding of the game is a serious social psychological issue. According to recent research, VR games are more likely to cause addiction than regular games. Some caregivers report that children will be anxious if they do not play with metavers, and after stopping the game, they will face problems in the real world anger and impulsive control. Four years ago, in China, the law was enacted in 2021, which was enacted in 2021, with a law that requires companies to limit the time and money spent online games.

These issues familiar with social networks, such as harassment sexual harassment, racist remarks, rants, and invasion of your space, are amplified in metavers. The immersive skill supported by the tactile technology has the ability to convey the touch of the virtual world and recognizes the virtual world as a reality. According to no n-profitable obstacles SUM OF US, avatar searchers in various worlds, such as Horizon Worlds and REC ROOM, are facing sexual harassment such as virtual rape and molesting. Definitely, if the user feels uncomfortable with the branded metaArs, the story will be seriously working on business.

Companies should set a strategy to indicate that they are seriously working on DSR before being forced by regulatory authorities. There are all opportunities to turn positive alignment into advantages and ensure that the alignment will make more effort into Meta spring. Companies need to work on three aspects:

It affects the platform. Businesses are required to communicate with the platform owner, even before the problem occurs, to quickly and completely solve the problem in metaberse. The platform owner has technical resources, business rules and skills for that. For example, Meta has devised a function to create an avatar with a security bubble, which will definitely help prevent physical harassment.

Companies are required to work more for user protection on the platform, a partner in metaberse. Three years ago, when Hate broke out on Facebook, more than 500 companies from Adidas, Best Bai to Unilever and Volkswagen participated in the "STOP HATE FOR PROFIT" campaign launched by several no n-profit organizations. He threatened to stop its brand advertising on the platform. For this reason, Facebook recruited citizenship activists to investigate allegations, preventing the public and private Facebook Group.

By promoting the platform to develop proactive measures such as A I-based content modeling, companies can reduce the dangers of business in meta spring. By incorporating these functions into your DSR strategy, companies can prepare more for future regulations, such as the UK online security bill.

Make a stereotype. The stereotype of the industry as a whole can work well if there is no law, contributing to more effective regulations. Generally accepted measures may initially affect profits, but ultimately lead to some superiority.

For example, in the gaming industry in the country where the sun is coming out, volunteer stereotypes have worked. In 2002, the Japan Computer Entertainment Association established a computer entertainment rating company (CERO). By introducing globally recognized rating systems, the industry has increased the degree of freedom for developers, especially those who develop games that have been rated over 18 years old. The national government has greatly evaluated the CERO system and decided to improve the rating system in 2006 in cooperation with CERO.

Literally, for example, the company has a huge game-dependent game-huge game dependence among children, which is obliged to accept a general stereotype for conclusions. Do not attend the dominant stereotype government to go to these standards, such as China, when expanding to other countries. Their function development will subsequently enable all other companies to interact with the government, including releasing them from the need to pass the law.

Develop the ability to conform to stereotypes. Sooner or later, advertisers working at Metavselnoye need to create the ability to cooperate with regulatory acts because politicians who regulate public networks and online games are remarkable to fight meta battles. For example, the US Federal Trade Commission used the Child online Secret Protection Law to pay $ 520 million to Epic Games, which developed the Fort Night game.

The Metavselnic platform has all the opportunities for new normative acts, as they are criticized for being allowed by advertising by boys, for the end of this difficulty. The company is obliged to use an element that displays its own DSR, and creates an opportunity to observe complaints immediately.

avatar-logo

Elim Poon - Journalist, Creative Writer

Last modified: 27.08.2024

In the Metaverse, user responsibility is paramount. Like the real world, users must comply with laws and regulations governing their actions. To reap the full benefits and opportunities of the metaverse, brands need to have a responsibility to design positive experiences for end-users. Organizations across the metaverse ecosystem have a role to play to build a responsible metaverse, one with trusted technologies and human-centered experiences.

Play for real with EXCLUSIVE BONUSES
Play
enaccepted