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How to Avoid Risks and Challenges in the Metaverse

How Would We Establish an Ethical Metaverse?

By Sobia PublicationPublished 4 years ago 20 min read

In the field of technology, the first mover benefit is often substantial. That's why BigTech and other internet platforms are starting to buy software companies to prepare for the Metaverse's advent.

They want to be at the vanguard of the Metaverse's fundamental advances in digital interactions between individuals, corporations, and both. What is the Metaverse, and how does it work? The plain answer here is that it is unavailable.

It is now a vision of the future, in which our personal and commercial lives are performed digitally in conjunction with our physical lives. Doesn't that sound a little bit like science fiction? The Metaverse is attracting interest and funding in the IT industry and beyond, even though it exists.

Here, we'll look at whether the Metaverse is, how disruptive it may be, and some of the significant legal and regulatory challenges that future stakeholders may face.

Are Metaverse and Wide Web Similar?

Today, an Internet transaction relies on a server connecting with another website or an end customer device on a need-to-know basis. Simultaneous interactions are simulated on the Internet, but they are distinct instances isolated by fractions of a second that humans don't perceive.

In user experience and interactivity, the Metaverse will be more analogous to simultaneous video conversations. In other words, many-to-many communication at the same time. Different infrastructure, potentially dispersed or decentralized, will be necessary.

While the infrastructure is built on the Internet, there are currently successfully distributed software models (for illustration, decentralized ledger technology & cloud computing) that might indicate the future of the infrastructure. "To function, the Metaverse will need a plethora of new technologies, protocols, enterprises, ideas, and discoveries.

And it won't appear out of anywhere; there won't be a clear 'Before Metaverse' and 'After Metaverse' distinction. Instead, it will develop gradually over time as various goods, services, and capabilities connect and meld."

Legal Ramifications

Because of the Metaverse's revolutionary nature, many legal and regulatory challenges are expected to arise. Following are a few important ones, and of course, new ones will arise as time passes. Participating in Metaverse will need to collect vast volumes and kinds of personal information.

Organizations may now use smartphone applications and websites to learn how people surf the web or use an app. Organizations will gather data on people's physiological reactions, motions, and even brainwave patterns in the Metaverse tomorrow, allowing them to have a far better grasp of their consumers' cognitive processes and behaviors. Users who participate in Metaverse will be "logged in" for a long time.

It means that behavior patterns will be constantly watched, allowing the Metaverse and its companies (goods and service providers) to better understand how to serve users in a highly focused manner.

The Metaverse's ravenous participant

What methods may actors within Metaverse use to target Metaverse participants? Let's pretend one of these women is hungry there at the time of the experiment. The Metaverse may see a lady often staring at café & restaurant windows and pausing to gaze at cakes in a pastry shop window, deduce that she is hungry, and therefore offer her food ads.

A web application can only determine this kind of info in today's technology if the lady actively looked for food shops or similar information on her smartphone. As a result, a user in the Metaverse will no longer be required to proactively give personal data by unlocking their smartphone and browsing their preferred website or app. Instead, as individuals go about their respective virtual lives, their information will be collected in the background.

This kind of position entails a lot of data security duties. Businesses building or participating in the Metaverse will need to adhere to data protection regulations when managing personal data throughout this new environment. The Metaverse's nature creates several questions about how that cooperation will be implemented.

Who is accountable for adhering to data protection laws?

Depending on whether an entity helps determine the purpose but also means of the processing of personal data (referred to as a "controller" underneath the General Data Protection Regulations (GDPR)) or processes personal data of individuals of others (referred to as a "processor" under the GDPR), data protection laws in many jurisdictions impose different obligations on entities.

It may be difficult to determine which organization or entities are responsible for selecting why and how personal data would be handled in the Metaverse and who handles information on behalf of another. It will very certainly entail dismantling a complicated web of links, with no apparent solutions for example,

  • Would the Metaverse have a single primary administrator who gathers all personal data offered inside it and decides how that data will be handled and shared?
  • Or will various entities use the Metaverse to harvest personal data, each with their own set of goals?

In any case, several concerns emerge, such as

  • How should the various companies show their respective privacy notices to users?
  • Could that be done in a group?
  • When, how, and how should users' permission be obtained?
  • Who is liable if a user's personal information is stolen or exploited in the Metaverse?
  • What data-sharing agreements must be established, and how will they be implemented?

Biometric information

In the Virtual world, VR headsets & glasses will very certainly be prevalent (until they are eventually supplanted by something more complex, such as automated online interfacing). These gadgets can collect a wide variety of critical material about the user (for example, body and eye movements, brainwave patterns, and even physiological responses, etc.) This data will be deemed specific category data under GDPR to the degree that it is utilized by actors within Metaverse who either learn well about the user or make choices about them.

It signifies that additional requirements must be met. Above all, the user would certainly be required to agree on each context in which the research is used. Take, for example, the above-mentioned hungry lady. To be legal, the lady would have had to give her explicit approval if she was targeted with food ads using gaze analysis technology.

Simple marketing permission would be insufficient. The problem of whether the Metaverse may work on a decentralized/distributed basis, described below (under Decentralized/distributed models), raises the question of how this permission would be obtained and provided.

Acceptance of Marketing

The Metaverse's ability to offer new types of marketing seamlessly incorporated into the tapestry of something like the Metaverse is a fundamental motivator in its growth. For example, a person entering a Metaverse shop may be presented with real-time bargains on their favorite items while browsing the bookshelves based on prior behavior.

Many nations' data protection regulations may likely consider this direct marketing, requiring the Metaverse users' approval. The exact nature of the duties will most likely rely upon whether brands initiate the marketing & how it has been delivered, including if the marketing is more analogous to online advertisements or online marketing. In all circumstances, however, consideration should be given to when and where any needed permission would be obtained, as well as whether "businesses can depend on real-world" consent in the Metaverse & vice versa.

It's one thing to handle adult personal data within Metaverse, but it's quite another when it comes to children. Many nations' data protection laws offer extra safeguards for children's data, & data protection agencies and other comparable regulators are notorious for being harsh on businesses that do not follow the requirements. The parental agreement is essential for a kid to use an online service in many cases.

The GDPR stipulates that children's data must be protected when used for marketing reasons or to create personality or user information. To increase data protection conformity in the Metaverse, sophisticated age verification mechanisms, enforcing age limitations, and developing measures to dissuade minors from sharing personal data will be critical components.

Data exchange

Data gathered by one institution in the Metaverse might have to move easily across other operators but even platforms to allow interoperability. As compatibility improves and consumers can move digital assets like avatars between platforms and the Metaverse, software developers and enterprises must create bilateral and multilateral permissioned agreements.

It is not dissimilar to the existing situation in which datasets are purchased and sold, and several prerequisites must be addressed beforehand. Many data protection rules, for example, stipulate that the intended recipient must give a privacy notice to an individual promptly after obtaining the data to clarify how their private information will be used.

In the Metaverse, whereby data interchange is fast and includes many players, these characteristics will become more difficult to achieve. One approach may be for Metaverse's central administrator to provide users with a clear explanation of how personal/private data will be used and the ability to approve for specific purposes if required. On the other hand, data protection authorities have opposed this packaged, "catch-all" strategy.

What is it about catch-all tactics that irritate regulators?

In January 2019, the CNIL fined Google €50 million for failing to meet its transparency standards. According to the CNIL, Google's privacy statement did not make apparent to users the scope of Google's processing activities, their size and intrusiveness, and the quantity and kind of information processed and merged.

GDPR fined Google LLC €50 million for infringements of transparency and permission concerning the use of private information for tailored adverts. These kinds of complaints are more likely to be heard in the Metaverse, in which the volume of data generated and the intricacy of information-sharing networks are much larger.

Export and localization of data

In the Metaverse, "seamlessness" necessitates data crossing barriers quickly and without friction. While data export and localization regulations are becoming more severe, it will be difficult for central Metaverse managers to handle this.

Adequacy

According to a current European Judicial ruling, data exporters must now consider whether the nation they are transferring data has legislation that will allow them to appropriately secure the data in compliance with EU requirements. Many nations enact "data localization" legislation, which may place onerous limitations on data that leaves the country where it was obtained.

It wouldn't surprise me if developers and brands banded together to attempt to reach broad, overarching capabilities agreements; however, whether such efforts are practical remains to be seen.

Rights to intellectual property

Who owns the developed intellectual property rights if you cooperate with others to create them? Joint authorship & co-ownership principles are challenging, and their implementation in complex interactive virtual situations involving a group of stakeholders will be much more so.

European Commission is exploring legislative amendments to clarify the stance on "co-generated" data coming from new technologies, and machine-generated data, for reasons like these. When engaging in the Metaverse, Metaverse stakeholders will have to deal with difficulties like these. A license to conduct anything that property rights would otherwise prohibit is known as an IPR license.

Character "mash-ups" and the combining of property rights held by different stakeholders may be part of the Metaverse's fast-paced universe. Contraventions caused by "use in amalgamation" with other property rights are a common carve-out in intellectual property indemnities, yet "use in combination" is exactly the kind of situation the Metaverse would bring about. Traditional risk assessments in IPR licenses and scope of use terms will also be reassessed.

Business Regulation Platform

European e-commerce regulations would govern Metaverse's e-commerce components. The EU Regulation on Helping to Promote Openness and Consistency for Business Users of Web-based Intermediation Offerings (Regulation (EU) 2018/0112), also known as the "Platform to Business Regulation" (P2B Regulation), addresses unfair trading practices by online intermediary service providers (such as online markets, social media platforms, and search engines) when trying to deal with their corporate users (that is, vendors).

Its goal is to improve transparency and redress requirements for online platform business users (sellers) to create a fair, predictable, sustainable, and trustworthy online business environment. Regulations like this will be crucial in the Metaverse since there will be a variety of sellers.

The P2B Regulation, among other things, requires digital platforms, concerning vendors for whom the content they transport or host (and whose sales are made on the platform), to:

  • Explain any differentiated treatment that the framework gives concerning the goods offered to customers by itself, on only one hand, and through other vendors, but at the other hand.
  • Not to discontinue a vendor's participation in a marketplace without giving a cause, and establish an appeals process afterward.
  • Identify the criteria by which the platform ranks vendor products and services in search results.

Act Digital Services

The Eu Commission (EC) has suggested the Act Digital Services (DSA) improve consumer transparency and safety in online settings while allowing creative digital firms to thrive.

What is the purpose of the Digital Services Act?

While it is yet just a proposal, the DSA draught aims to (among many other things):

  • Define the terms "illegal information" and "illegal behavior."
  • Harmonize the extent of online services that are covered - a current definition of "information society services."
  • Intermediaries' liability should be increased.
  • Assign responsibility for removing illegal/harmful information promptly.
  • Encourage the use of industry-standard technological measures.
  • Make internet advertising, smart contracts, and other new concerns and possibilities more transparent.

The DSA's introduction of liability and safety regulations for digital platforms, services, and products is a key component, and it raises the question about how to strike a balance between:

  • Guaranteeing that digital intermediary providers are held accountable for content moderation, information sharing and usage, and regulatory oversight.
  • Avoid unjustified fines for service providers. Vendors working in the Metaverse could anticipate facing similar challenges.

Act on Digital Markets

The Digital Market Act (DMA) of the EU will:

  • To detect gatekeeper platforms, create a new framework.
  • Certain gatekeeper techniques should be required or prohibited.
  • Give the European Commission greater investigative powers and enforce behavioral and structural solutions, such as divestitures.

According to the European Commission, Gatekeeper platforms profit from severe scale economies. An extremely strong organization has reported a high degree of user reliance, lock-in effects, an absence of multi-homing for the same objective by end-users, consolidations, and data-driven benefits.

These qualities expose users to activities that might significantly reduce the contestability of "key platform services" and result in the unjust treatment of businesses and end-users.

What does the DMA mean by "key platform services"?

Article 3 of the DMA states:

  • Suppose they have a considerable influence on the internal market. In that case, the primary platform system(s) serves as an essential gateway for corporate users to access end-users. They have an established and lasting position; the EC will designate them as gatekeepers.
  • Total count interpersonal communication services, online search engines, intermediary financial services, and social networking services.

Important Metaverse players may face the possibility of being classified as delivering essential platform services under the DMA. The EC determined the basic platform services since they are often controlled by concentrated multi-sided platforms that serve as gateways for corporate customers (vendors in the Metaverse) to contact their consumers and vice versa.

According to the European Commission, gatekeeper authority is often abused via dishonest behavior against economic dependence enterprise customers (vendors) and consumers, resulting in entry hurdles and limited competition in these sectors. Article 5 would impose several legal requirements on gatekeepers

  • Must refrain from incorporating personal data originating from their core technology platforms with personal data derived from other third-party services or from having signed in end customers to certain other services to integrate private information without consent, especially related to the Metaverse. As we said before in our consideration of data, exchanging data inside the Metaverse is a critical method to ensure that a participant's trip through it is smooth; thus, such a ban would have substantial ramifications in need of such agreement.
  • Allow enterprise customers to encourage offers to end-users and enter contracts with them, as well as allow end staff to connect and use subject matter, subscriptions, features, or other items first from the business customer via the business user's app on the gatekeeper's platform, regardless about whether the end consumer uses the gatekeeper's core platform services. Gating modules in Metaverse with specific terms and conditions might impair the seamless transitions of a participant experience, as we discussed before in our discourse on distributed models.
  • Refrain from compelling business users to utilize, offer, or interact with a gatekeeper's identity service. Identity passport throughout the Metaverse would be a major problem, as it will affect how much control Metaverse stakeholders have over consumer connections.

Proposed EU Artificial Intelligence Regulation

The Eu Commission has issued a proposal for such an AI Regulation. Artificial intelligence may be able to facilitate many human interactions in the Metaverse. Certain AI techniques would be prohibited, and suppliers & users (among others) would be required to comply with different duties in respect to high-risk AI systems, as well as transparency obligations.

Stakeholders involved should expect to be required to follow certain procedures of this type inside the years ahead if much human contact is seamless and driven by AI inside the Metaverse (especially any AI contextualizing or attempting to manipulate human responses or designed to simulate Reality through "deep fakes").

Terrifying Dangers of Metaverse

According to one professor, the notion of the 'metaverse offers "terrifying threats" and that policing it must be found out now before it's too late. When Facebook's Mark Zuckerberg proclaimed it one of his top objectives last week, the Metaverse an immersive virtual environment linking numerous digital areas took another step closer to Reality.

While some doubt the Metaverse will be as transformative as the Internet, Dr. David Reid, Professor of Computing at Liverpool Hope University, is certain it will. However, he also claims that technology has "terrifying hazards" in addition to its many advantages. Before the technology becomes a reality within the next 5 - 10 years, Reid is asking for urgent discussions on safeguarding metaverse users.

"The metaverse has enormous consequences," he argues, "it offers tremendous benefits and scary risks." "And to police the metaverse, we need a very strong structure in place." We're in the early stages, but we still need to discuss these issues before heading down we won't be able to back out of.

It's vital for the long run." According to Reid, the Metaverse's dangers revolve around general control, data collection, and security. "There's been enough of argument about how artificial intelligence would impact society & everything we do.

It is correct. "However, the metaverse seems to be at least as strong, if not larger, than AI's growth," he argues. "Because, when you think about it, the metaverse's ultimate goal is mixed reality, not virtual or augmented reality." It's the coming together of the digital and physical worlds.

The virtual and real worlds may eventually become indistinguishable because of this mix. "And there's a massive market for it." Whoever has it will have complete power over your Reality." Many modern MR prototype systems, according to Reid, contain sophisticated cameras as well as face, eye, body, and hand tracking technology. "Some use electroencephalogram (EEG) technology to detect brainwave patterns. In other words, MR can track everything that says, modify, look at, or perhaps even think about. "The amount of data generated as a result of this will be enormous....and incredibly useful," he predicts.

"That's why we should have a mechanism to keep an eye on it." There should never be a single corporation in charge - it is just too crucial. "It must be a collaborative effort, based on open standard protocols, in which a standard is publicly accessible for others to adopt and use, much how the World Wide Web has developed." Reid cites the W3C, founded by Sir Tim Berners-Lee, the creator of the World Wide Web, and is inspired by his openness.

Reid says that the Metaverse is in desperate need of its devoted counterpart. "The World Wide Web Consortium supports participation and information exchange, therefore fostering worldwide trust," claims the W3C ". He declares, "This has an impact on how the Internet works.

It's not a company, and it's not a government; it's a non-profit organization dedicated to upholding standards. The Metaverse needs its W3C, and these discussions must begin immediately - because each single IT business I know views this as a part of its future." According to Reid, acting now also provides the world a battling chance of dealing with metaverse security threats and the potential of bullying and social networks pile-on in this mixed reality cosmos.

Leaving Reality

We've discovered that the most common fear individuals have upon learning about just the Metaverse is the dangers of investing so much time engaged in a virtual environment. Ready Player One depicted a virtual world where allows you to have your wildest fantasies whenever you want them, on top of an actual world that decays because the digital one is much better.

While we don't anticipate the book/portrayal films of 2045, when the world is on the verge of collapsing, to materialize in the same dramatic form, the notion of the actual world being abandoned for redemption in the Metaverse isn't completely out of the realm of possibility. Many of the possible problems about the Metaverse are very variable in terms of timescales.

The network of the Metaverse will take many years to gain traction, and hundreds of millions, if not billions, of people, will use the Metaverse for a wide range of reasons, from the expansion of digital college campuses to workplace buildings for telecommuters.

Our best judgment is that we are around ten decades away from when a virtual world like our own but radically distinct from it becomes an important component of the future workforce, play, and communication. It's uncertain how much time individuals will spend inside the digital world vs. the physical world if a big section of humankind spends time working, playing, and interacting in the Metaverse.

Given how much time we now spend on smartphones, laptops, and televisions each day, it's logical to predict that spending time in the Metaverse will be equal. Even farther in the road, when virtual Reality is unrecognizable from the actual world, civilization will use virtual Reality to spend most of their day doing almost everything except eating, sleeping, and using the lavatory.

For background, watch this scene from Zero Player One that introduces the OASIS. When this occurs, many of the fears expressed by our people surveyed about leaving the planet behind come into play. A "virtual" encounter, according to 52 percent of those polled, is less important than a "real" one. While we may live on a computer, society may take a bit of time to embrace a virtual world, so over "real" one.

Even if they couldn't tell the difference, someone once said they'd sooner die than exist in a virtual world. The actual world, it may be said, is overrated. While humans tend to be romantic about humanity's future, the globe is heading in the right way in most areas, regardless of what we see on the news every day. However, billions of people throughout the globe have been dealt a bad hand in existence and have far more pressing concerns than discussing the Metaverse, such as paying rent or food on the table.

For the first period in history, everyone with a VR technology headgear, regardless of their real-world circumstances, will indeed be able to enjoy the best of life and even more in the virtual environment unconstrained by physics. Virtual resources are significantly more scarce than physical resources. A transition to digital might be the future of sustainability.

Health Concerns

Many people will likely spend much more time focused on their virtual identities rather than their actual bodies as the shift from traditional to digital proceeds. Why would we spend some time training or eating healthily if our electronic avatars can look as we want and do anything we want? Trying to take care of our physical and virtual selves would not be a zero-sum game for the foreseeable future.

We believe that, because we will be roaming about more in VR rather than staring at a screen & manipulating our fingers, our actual bodies will be utilized more than they are now. Mental health is the other half of the tale. Will individuals today, more than ever, try to avoid their real-world responsibilities? It's also unclear how online bullying will manifest on the 3D Internet, where a vicious comment section may take shape.

We were impressed by how friendly many other players were throughout our anecdotal encounters spending quality time in VR community centers with strangers. Will individuals behave more if they talk to someone in person? Beyond online bullying, providing a secure haven in the virtual environment may cause individuals to have difficulty confronting their obligations and difficulties in the actual world.

Humans have always avoided obligations, but now they'll be able to do so more easily. The expectation is that most of us will be disciplined enough to avoid falling into this trap. Overall, there will surely be compromises when we concentrate more on this virtual world than the real one, but we are optimistic that the conclusion will be a net good for humankind in the long run.

How Would We Establish an Ethical Metaverse?

A sustainable and ethical metaverse will be constructed on transparent foundations. A significant probably what makes the new Metaverse and the Web 3.0 philosophy beneath it so enticing is the promise of total openness and decentralization. The Metaverse will be built based on distributed ledgers that enable transactions to be verified and increase our feeling of global trust.

Outside of being honest and open, the Metaverse of something like the future will also have to be:

  • Inclusive: A distinguishing element of both the Metaverse is it ought to be human-centered and varied. The technologies built in this new context need to be friendly and simple to grasp. The Metaverse will grow via a varied range of artists & developers. Everyone should have an opportunity to take part in this new world.
  • Safe: Unsurprisingly, the Metaverse has already been attracting attention as either a private, secret, or safe habitat for the new transformation. The usage of blockchain and decentralized notions means it's tougher for fraud and other concerns to take place. However, this is still up to participants of the open Metaverse to make the environment safe and secure.
  • Innovative: As with any technology, a metaverse should have unlimited capacity to grow and improve as we learn more as a race. Already, we're seeing infinite new prospects for the Metaverse arising in the creation of new XR technologies and NFTs. A powerful metaverse should be distinguished by ongoing learning and progress within the future.

Building a powerful metaverse again for the future of the Internet isn't only about producing the most immersive Virtual reality experiences or creating the web more decentralized. There are several components associated with making the Metaverse a triumph, and several of them depend on the capacity to employ technology and advance ethically and sustainably.

Is Metaverse Valuable?

Hopefully, this looks at the Metaverse now, and where it's going has provided you a clearer idea of what this ecosystem may imply for humans and our future. The Metaverse is a virtual world where we may study, create, play, communicate, and interact with everyone on the planet.

At the same time, it makes the whole world smaller by linking us regardless of our physical location, and it makes the world more meaningful by providing more chances. When used appropriately, the Metaverse has the potential to bring people together, such as never before, allowing us new ways to communicate regardless of language barriers or geographic location.

It might be the beginning of new contexts to create whole new industries based on value sharing. Fans of a metaverse see it as the start of a new age, one in which experiences are created by people, for people, in an increasingly accessible environment. However, there are possible difficulties with the Metaverse, such as the possibility that we may find it difficult to trace down and prevent crime in a decentralized environment.

It is up to us as a civilization and a global society to harness the Metaverse's potential for good. Finally, the environment may be beneficial if we create a metaverse for everyone and accessible.

This new technological advancement is merely another instrument towards a better future; how we utilize, it is up to us.

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