1. Introduction
1. In today's digital age, a significant
misalignment exists between the public's digital fluency and the outdated
structures of industrial-era institutions. These institutions, originally
designed for a less interconnected world, struggle to keep pace
with the rapid dissemination of information and the new ways people
engage with each other and with the authorities. Unlike the past,
where the flow of information was tightly controlled by top-down
media like TV, radio, and newspapers, today's digital platforms
enable direct, two-way communication, fundamentally changing how
individuals receive information and respond to it.
2. Moreover, the democratic processes and consensus building
that were staples of the industrial era are being reshaped by digital
technologies. Modern tools and platforms, built on silicon, offer
unprecedented capabilities for gathering consensus and facilitating
more inclusive decision-making processes. However, this shift also
poses challenges as technological innovation often outstrips the
human capacity to adapt. This rapid evolution can lead to disconnects
between how institutions operate and how people expect them to function, based
on their experiences in a digital environment.
3. Historically, people's lives and identities were significantly
shaped by the institutions of their time, which were themselves
products of industrial-age thinking. These institutions were not
just physical structures but also included the norms, values, and
expectations that governed public life. In contrast, today, digital
platforms play a pivotal role in shaping cultural and social interactions,
often bypassing traditional institutional gatekeepers and empowering
individuals with more autonomy and influence than ever before. This fundamental
shift represents a move from a top-down imposition of culture and
information to a more democratised, participatory form of engagement,
where individuals have the power to challenge and redefine norms
in real time.
4. The metaverse separates human cognitive presence from physical
presence, offering a deeply immersive and intensely subjective experience.
This heightened state of engagement facilitates active participation,
allowing users to interact in ways previously confined to the imagination.
Moreover, our society functions as a complex adaptive system, where
even minor variations in the frequency, density, and intensity of
interactions can lead to significant long-term transformations.
The metaverse amplifies these interactions, potentially reshaping
societal structures and dynamics more profoundly than ever before.
This is likely to impact democracy, human rights and the rule of
law.
5. My report seeks to offer an insight into the many opportunities
offered by these emerging technologies as well as their risks and
to make recommendations to support positive decision making whilst
mitigating threats. The benefits of technological advances should
be distributed fairly across society and the negative impacts should
be mitigated, especially for the most vulnerable groups. To this
end, it is essential to have a multi-stakeholder approach that involves
governments, civil society organisations, the private sector as
well as international organisations.
6. This report builds on the
expert
report by Ms Verity McIntosh, Associate Professor of Virtual
and Extended Realities, University of the West of England, United
Kingdom, and Catherine Allen, CEO, Limina Immersive, United Kingdom.
I would like to express my deep gratitude to them, and the many
experts who contributed to the work of the Committee on Culture,
Science, Education and Media.
2. Definition of the metaverse and scope
of the report
7. A single coherent definition
of the term “metaverse” is yet to be formulated. This report refers
to the
Extended
Reality Safety Initiative (XRSI) definition of the metaverse as: “A network of
interconnected virtual worlds with the following key characteristics:
Presence, Persistence, Immersion and Interoperability”. However, most
definitions share a common emphasis on immersive reality technology
as a central element, highlighting its pivotal role in creating
engaging and interactive environments.
8. If the internet is a medium of interaction among people as
users, digital content, and computational processes, then the metaverse
represents a more advanced stage of this interaction. In the metaverse,
users engage through avatars, artificial intelligence (AI) entities,
and other digital personas, enhancing the sense of presence and
interactivity.
9. The content in the metaverse is enriched by technologies such
as immersive realities, augmented reality (AR), virtual reality
(VR), and extended reality (XR), creating immersive and multi-sensory
experiences. Furthermore, the processes that drive the metaverse
are predominantly powered by AI, enabling more dynamic, responsive,
and personalised interactions compared to the traditional internet.
Closely related terms include “Web3”, “Web 3.0” and “spatial computing”.
10. The report focuses primarily on the experience of current
and potential users accessing the metaverse using immersive technologies
such as wearable virtual and augmented reality devices. It is structured
around three main themes: the metaverse and democratic processes;
human development and quality of life; and key challenges. It is
not intended to cover all areas of operation and problems related
to the use of immersive realities.
11. Other Parliamentary Assembly committees, if they deem it appropriate,
may address other specific aspects of the metaverse within their
remit, such as digital territoriality, jurisdiction, policing and
justice, political participation and fundamental freedoms, safety,
sexual assault and harassment, non-discrimination, children's rights,
organised crime, money laundering, fraud, data protection and cybersecurity
aspects, etc.
3. The
metaverse and democratic processes
3.1. Community,
fundamental freedoms, and democratic participation
12. Emerging technologies such
as virtual and augmented reality reimagine human interaction by incorporating
a sense of “presence” into online communication and by connecting
communities. Users report a strong sense of “being there”, which
is usually reserved for direct, physical contact.
13. Unlike traditional digital communication, people can meet
with one another as embodied avatars, form communities of interest
and engage in group activities worldwide. This can potentially support
the extension of freedoms of association and assembly into digital
realms. However, creating a sense of community does not happen automatically
and it requires both purpose and context, and freedom of expression
and collective action are largely dependent on the approaches taken
by companies and governments.
14. Metaverse tools also open up new possibilities for remote
working, potentially democratising people’s access to global employment
opportunities and creating pathways for international collaboration,
research and entrepreneurship. Unfortunately, barriers to entry
remain costly and significant,
especially for the elderly
and other vulnerable groups, potentially exacerbating existing digital
gaps.
15. Governments and metaverse providers could therefore support
strategic investment in immersive platforms that model positive
social and community structures, mirroring public sector approaches
to town planning and social democracy as opposed to urban sprawl
and libertarianism.
16. They could also consider establishing a code of ethics for
publicly funded metaverse projects aimed at diverse community participation,
to ensure that users can reasonably expect human rights, fundamental freedoms
and the rule of law to be upheld,
while ensuring that
legislation on freedom of expression, association and assembly explicitly
includes metaverse contexts.
3.2. Empowering
young people for an equitable digital democracy
17. Like the internet revolution
before it, the 3D embodied metaverse offers opportunities to expand
people’s access to information, new platforms for expression and
active democratic participation.
18. Many young people are currently growing up with “proto-metaverse”
gaming environments such as Fortnite, Roblox and Minecraft, cultivating
high levels of digital literacy and skills, and likely seeking out
new forms of engagement in these spaces. Forward-thinking governments
and public institutions may wish to encourage young people’s participation
by integrating metaverse contexts into their engagement activities
and social development initiatives, to enable younger generations
to play a greater role in informing policy and to participate more
actively in the democratic process.
19. However, access to this technology is heavily concentrated
in the Global North and around existing centres of privilege, with
reliable, high-capacity internet connectivity, and structural work
is needed to close the “digital divide”.
,
20. Governments and metaverse providers could therefore plan to
also site public engagement and active citizenship initiatives in
metaverse contexts and co-design them with young people to remain
in sync with the rapid pace of techno-cultural change and encourage
empowered democratic citizenship.
21. They could consider creating initiatives that prioritise inclusion,
actively enabling the contribution of otherwise minority groups,
and investments that connect those isolated by geography, mobility,
health or lack of economic opportunity.
4. The
metaverse, human development and quality of life
4.1. Education
and culture
4.1.1. Virtual
learning environments and play
22. Virtual or augmented reality
has already begun to be used in classrooms, by taking students on
virtual reality ‘field trips’, travelling through space and time,
accessing hidden histories, or recreating ruined buildings. “Metaversities”,
digital twin campuses, are expanding, and in July 2022 a student
at the University of Turin was the first person to ever graduate
inside the metaverse.
The spatial,
embodied and interactive qualities of virtual learning environments
(VLEs) have been shown to be effective in myriad educational contexts
including design, architecture, engineering and science,
and can improve knowledge and skill
development.
23. The social element of the metaverse also provides greater
opportunities for children to play together, develop their interpersonal
skills, and encourage creative, co-operative and competitive play.
4.1.2. Age
guidance
24. Appropriate age thresholds
for children vary, tending to range between 10 and 13 years old,
but numerous companies offer immersive learning packages for children
as young as 4 or do not recommend a lower age range. User behaviour
in multi-person environments can be volatile, unpredictable and
therefore difficult to pre-classify. As a result, the Pan European
Game Information (PEGI) has chosen to designate such metaverse apps
as “Parental Guidance Recommended”.
25. Recent reports suggest that unmoderated metaverse spaces are
over-populated by users who appear to be significantly under the
recommended age thresholds and are vulnerable to exploitation and
abuse.
4.1.3. Neuroplasticity
26. Research suggests that children,
who are forming their optical, vestibular and neurological systems,
may be particularly susceptible to a “blurring of the lines” between
imagination and reality, which generates false memories in preschool-age
children,
or leads to an outsized influence
by media messages.
4.1.4. Harms
and abuse
27. Recent research reveals evidence
of offenders using immersive technologies to meet with, groom, abuse
and exploit children, as well as to produce deep fake avatars of
real children in order to simulate child sexual abuse scenarios
with other offenders.
Offenders also use virtual reality
spaces to swap tools and techniques for committing abuse and evading
scrutiny. Law-enforcement intelligence also suggests that they have
a low expectation of discovery or prosecution due to minimal levels
of oversight and technology literacy in law enforcement.
4.1.5. Industry-led
activity
28. Controls beyond parental control
often involve gated permissions and information about apps access
but not about who children meet in multi-person spaces or their
experiences. Some companies implement ‘safety by design’ policies,
such as LEGO and Epic Games, who, as presented at a hearing in London,
prioritise children's safety, well-being, and privacy and provide
them with tools to control their digital experience, in line with
the requirements of the United Nations
and with UNICEF’s “Responsible Innovation
in Technology for Children” initiative.
29. Governments and metaverse providers could consider launching
a public education programme to inform parents and caregivers about
the potential risks and benefits of the use of virtual realities
by children. Resources should also be allocated to the training
of specialist policing and judiciary to specifically tackle crimes
in the virtual reality domain.
30. Enhanced co-location features, allowing simultaneous use of
two or more linked devices in the same physical location and facilitating
joint parent-child experiences in the virtual realm are also measures
that could be implemented.
4.2. Culture,
creativity and media
4.2.1. New
art forms and sport reaching new audiences
31. The European creative industries
and artists in all art forms are incorporating immersive media into
their craft, eliciting physiological responses in audience members
and altering mood, perspectives, or behaviour. Various immersive-only
arts venues have opened across Europe and internationally and existing
cultural institutions are reviving historical moments to fantastical
sensory journeys and organising immersive art or nature exhibitions
and film and games festivals. Artistic experiences can also be downloaded
via app stores and experienced by large audiences in their own homes.
32. Sports experiences, as players and spectators, can be enhanced
in the metaverse, along with 3D broadcasting of sports events. However,
accessibility depends on the use of expensive devices, and violence, riots,
gambling and doping can also occur in virtual reality.
4.2.2. Transforming
media landscapes
33. With traditional media companies
standing back, most immersive media is now created by independent production
companies, with revenue supplemented by public funding and private
investment. Consumers generally access media directly from tech
companies via app stores with varying approaches to content curation
and moderation.
34. Policy makers should avoid that the digital media ecosystem,
including immersive environments, disempower the public sphere
and widen the gap
of distrust between the public and democratic institutions, including
parliaments and regional or local assemblies.
4.2.3. Public
service media
35. With the continued decline
of traditional media usage, metaverse contexts can offer a new forum
to share news, information and provide access to public services.
Public literacy campaigns would enable citizens to engage confidently
with new platforms, and to distinguish between authentic and inauthentic
sources. However, equivalent (non-metaverse) sources will still
be needed to avoid discrimination for those without access to immersive
tools.
36. Governments and metaverse providers could foster thriving
creative, immersive ecosystems while establishing financially sustainable
distribution channels, and incentivise creative industry organisations. Approaches
to public service media should reflect the shift away from traditional
media and towards online information channels, including metaverse
spaces.
4.3. Health
and well-being
37. Immersive technologies are
in use in numerous clinical and therapeutic contexts, in support
of patients' physical and mental well-being, and in managing both
acute and chronic pain
(treating phobias through exposure
therapy,
helping people with autism to rehearse
social scenarios,
treating post-traumatic stress disorder,
providing physical therapy and stroke
rehabilitation, supporting mental health, etc.). Further research
and investment could improve patient independence, allow for consultations
in virtual spaces and group sessions, and address overcrowding in
hospitals. Wearable augmented reality devices are also being used
in surgeries and support the teaching of complex patient care with
a reduced need for live subjects and cadavers.
,
Multiple providers have their own
sets of standards, checks, and balances.
38. Governments and metaverse providers could promote knowledge
sharing across healthcare providers and consider the development
of internationally relevant professional standards (i.e. sterility
and hygiene, patient privacy and data security, accessibility and
inclusivity, training for clinical staff, patient support and safe use
of new technologies) to support clinicians in engaging with emerging
technologies.
4.4. Climate
and sustainability
39. The social, spatial and productive
connectivity of metaverse technologies has significantly lowered financial
and environmental costs when compared with road and air travel,
especially business travel. These technologies can also support
those cut off from nature due to hospitalisation, incarceration, confinement,
limited mobility, and lack of access to non-urban spaces (for example,
via simulated nature walks, virtual “forest bathing” experiences).
However, the production of metaverse
hardware, with the associated use of scarce resources, global distribution
and data processing, will further exacerbate worldwide waste and pollution.
40. To help reach internationally agreed climate targets and the
United Nations Sustainable Development Goals across the supply chain,
governments and metaverse providers could trial metaverse destinations
for conferences, events, projects to cut down on international travel.
They might consider codes of practice or regulations that involve
life cycle assessments of immersive technologies, encourage responsible
practices (such as recycled gold and other rare earth minerals,
minimising transportation, etc.) and improve public literacy on
and access to repair and reuse centres, and recycling facilities
for consumer electronics.
4.5. Access
to public services
41. The opportunities offered by
the metaverse are also being seized by some governments, cities
and institutions in a variety of fields, potentially increasing
transparency and efficiency while decreasing costs and complexity.
However, the consequences for the populace, especially the most
marginalised groups who cannot access these services, should be
carefully considered.
4.6. Competition
and standardisation
42. In the early stages of an emergent
sector, monopolies can go undetected or seen as a necessity to catalyse
the growth of a small marketplace with relatively few players to
dictate the business model, user expectations and commercial imperatives
of the industry. New entrants are de
facto excluded due to the scale and power of larger players.
43. At present no single set of standards has been universally
applied to the metaverse. A number of industry-led entities have
been formed to collectively design standards that will enable metaverse
products and services to be compatible and interoperable.
44. Governments and metaverse providers should carefully consider
the level of monopoly and create opportunities for new entrants
across the metaverse technology stack. Closer collaboration between
industry, policy makers and civil society is necessary for the development
of practical and ethical metaverse standards.
5. Key
challenges
5.1. Social
and political manipulation
45. The risk of anti-democratic
political manipulation and large-scale radicalisation, misinformation
and coercion should be carefully considered, particularly for younger
users,
as they can also influence voting behaviour
or encourage non-participation of particular groups. Additional
risks include: the use of “bot” avatars with no human operator,
designed to steer social encounters towards specific political agendas;
deep fake avatars created to impersonate a natural person to gain
users’ confidence or commit fraud; nudge psychology to steer users
towards a particular point of view, including radical ideology;
propaganda and targeted advertising, leveraging data-based social
profiling to deliver tailored propaganda materials.
46. Governments and metaverse providers should consider a form
of content regulation akin to the broadcast and cinema sectors and
apply lessons learned from social media regulation to intervene
in the mechanisms by which State and private sector parties can
manipulate user behaviour. The scale of investment and influence
that State and corporate entities are entitled to accrue across
metaverse ecosystems should also be limited.
5.2. Harassment,
abuse, hate speech, violence
47. Harassment and abuse within
metaverse multiperson platforms represent a well-evidenced risk,
especially if devoid of managed
hosting, with female users and minorities most likely to be targeted.
Physical threats, simulated violence,
unwanted touching or invasion of personal space can result in severe psychological
distress. The so-called “phantom touch” phenomenon could increase
the traumatic impact felt by victims, differentiating it from traditional
cyberbullying.
Rapid disconnecting, particularly
under stress or anxiety, is not a simple solution and can provoke
panic or dissociative episodes.
48. A META representative, speaking before the Committee on Culture,
Science, Education and Media, pointed to some important features
that already exist in social networks, such as the ability to block
or report content, or to mute other users. Also, a “safe zone”,
indicated by the image of a shield, allows users to move away from
other users and “personal boundaries” determine an unbreakable space
of two metres around the user. I wonder whether that is enough.
49. Governments and metaverse providers should recognise that
the metaverse space is a public space and that safety, human rights
and fundamental freedoms extend into virtual and augmented territories.
Third-party platform developers must strictly adhere to the terms
and conditions set by app stores to reduce instances of harassment
and abuse and ensure consistent oversight and accountability for
breaches of trust. Stronger links should be created between metaverse
activities and national law enforcement agencies and existing laws
on sexual violence should be revisited to address violence in the
metaverse (legal definition of “touch” and other loopholes and gaps).
5.3. Privacy
and data protection
50. Existing protections around
management of personal data such as names and protected characteristics may
no longer be sufficient as behavioural data
can be used to uniquely identify
and profile users through alternate means.
Neurological data such as EEG (brain
signals) and EMG (muscle micro-movements) will soon form part of
consumers’ everyday interface with wearable technologies such as
in-ear headphones
and wristbands,
further enhancing the level of biometric
information, known as “biometric psychography”,
that is potentially available to
providers; companies take different approaches to data usage, processing,
storage etc.
51. The Digital Economy Outlook 2024 of the Organisation for Economic
Co-operation and Development (OECD) points to relevant research
highlighting that 20 minutes in virtual reality creates 2 million
unique recordings of body language and identifies 95% of users with
less than 5 minutes of tracking data. Consent-centric legislation
is less relevant for virtual reality as one cannot “opt out” or
“go incognito” and definitions in privacy regulation need to evolve
in tandem with technology.
52. This represents significant risks to user privacy and compliance
with the Council of Europe Convention for the Protection of Individuals
with regard to Automatic Processing of Personal Data (ETS No. 108, “Convention
108”), as well as the European Union General Data Protection Regulation
(GDPR).
53. Governments and metaverse providers should review how existing
data protection legislation applies in metaverse contexts and assess
current and future issues of (non)compliance for platform providers
and content creators. The right to mental privacy should also be
preserved in this context, including new generations of “neuro rights”.
5.4. Convergence
with artificial intelligence
54. Developments in metaverse technologies
and services are likely to be entwined with parallel developments
in AI, in three main areas: generative AI; moderation in social
spaces (age validation, screening for illegal content, etc.); and
behavioural modelling (aggregating large-scale user data).
55. The European Parliament AI Act sets out a series of rules
according to the risk level, the uppermost of which is classified
as “unacceptable risk”, including cognitive behavioural manipulation
of people or specific vulnerable groups, social scoring, and real-time
and remote biometric identification systems.
Some metaverse architecture is structurally
at risk of violating all of the above.
56. Governments and metaverse providers should consider how AI
might be made transparent to users in immersive environments (i.e.
clear and legible signalling enabling users to distinguish between
avatars operated by a natural person and AI-driven “bot” avatars).
AI monitoring and moderation systems should also be limited to an in situ consideration of user behaviour,
upholding users’ rights and the rule of law. They should be properly
understood by users and the data generated should be used in accordance
with the declared terms of use. Finally, appropriate reporting systems
should identify potentially illegal behaviours and refer them to
the proper authorities, who require additional resources, including
training in immersive technologies, virtual criminality and the
role, limitations and biases of reporting AI systems.
5.5. Cyber
criminality and justice
57. As regards jurisdiction, criminality
in the metaverse may take place on platforms run by a company registered
in one territory, utilising server capacity in another, and with
offenders and victims using the platform worldwide. Crime detection,
evidence gathering and prosecution can prove challenging and international
co-operative frameworks are needed to discourage and protect against
criminality. In 2022, the Europol Innovation Lab recommended that
law enforcement should be supported to gain first-hand experience
of immersive technologies, identify shortfalls, and develop new
measures.
58. Governments and metaverse providers should encourage a strategic
promotion of immersive literacy across governments, and regularly
review and update legislation to maintain comprehensive protections
for citizens, in particular vulnerable groups, in co-operation with
international agencies, such as Interpol and Europol. International
co-operation agreements should be enhanced to support cross-jurisdictional
prevention and responses to crimes using metaverse technologies.
5.6. Geopolitics
and cyberwars
59. The decentralised nature of
the metaverse poses global problems of governance and sovereignty. Countries
will likely seek to assert their influence and control within the
metaverse, leading to potential friction and conflicts over digital
sovereignty.
Security researchers also predict
that a kind of “darknet” structure could emerge in virtual reality
environments and underground marketplaces inaccessible to law enforcement agencies.
60. The
oversight
of metaverse platforms requires proactive and reactive interventions. Collaboration
and dialogue are essential and present an opportunity for governments
to shape a future technology that is inclusive, equitable, and sustainable
for all.
5.7. Individual
freedom and autonomy
61. As highlighted at the December
2023 hearing of the Committee on Culture, Science, Education and Media,
metaverse developers are profit maximising entities and users are
often treated as commodities. The symbiotic relationship between
attention, user engagement, and advertising revenue drives the continuous refinement
and optimisation of algorithms to maximise profit. Powerful tech
companies will have even more control, potentially inducing compulsive
buying behaviours, addictions or excessive use of technology and invasive
advertisements. This is not just a matter of data protection, but
one of freedom and autonomy.
62. Governments should consider passing regulations to prevent
monopolies and anti-competitive practices and give control back
to users, with the possibility to block content. Key measures include
appropriate content moderation (i.e. flagging and reporting mechanisms),
algorithmic accountability (i.e. regular audits to ensure fairness
and transparency), education and digital literacy programmes, as
well as participatory governance to ensure that the metaverse will
be used for public good.
6. Council
of Europe and European Union work
63. The Council of Europe, jointly
with the Standards Association of the Institute for Electrical and Electronics
Engineers (IEEE), a global standard-setting organisation within
the IEEE, published a preliminary
report entitled “The metaverse and its impact on Human Rights,
Rule of Law, and Democracy”, whose findings were presented to the
Committee on Culture, Science, Education and Media. The full report
was launched on 17 June 2024 at EuroDIG in Vilnius.
65. The
Assembly’s
opinion of 18 April 2024 called on all Council of Europe member
States, when ratifying the convention, to recognise the full applicability
of its provisions to the activities of private actors, and to put
in place limitations, or even bans, on certain uses of AI deemed
incompatible with human rights, especially in relation to health
and the environment.
66. Further work on virtual realities, also in relation to the
implementation of the framework convention, will continue in various
sectors of the Organisation from 2025 onwards, including in the
Assembly and its Committee on Culture, Science, Education and Media,
as well as the Sub-Committee on Artificial Intelligence and Human
Rights of the Committee on Legal Affairs and Human Rights.
67. The Council of Europe should continue to analyse whether existing
instruments and legal frameworks are broad enough to cover immersive
realities or whether additional tools are needed. The Committee
of Ministers has already entrusted the Steering Committee on Media
and Information Society (CDMSI) to conduct a feasibility study on
the matter, as a first step to provide future guidance in the field.
Also, the European Court of Human Rights may have to address future
cases of rights’ infringement in virtual realities.
68. On the use of AI, immersive realities and data protection,
the Council of Europe Data Protection and the Children Rights Departments
are also working on neurotechnologies, safety and data protection
as key issues for the future development of virtual reality. There
is a strong need to raise awareness on these issues among youth
in the face of rapid digitalisation. As clarified by the Committee
of the Parties to the Convention on the Protection of Children against
Sexual Exploitation and Sexual Abuse (ETS No. 201, “Lanzarote Convention”), the
Lanzarote
Convention applies regardless of the means used to commit the offences,
including where these are facilitated by information and communication
technologies (ICTs).
69. At European Union level, in July 2023, the European Commission
adopted a new strategy on
Web
4.0 and virtual worlds, in order to steer the next technological transition
and ensure an open, secure, trustworthy, fair and inclusive digital
environment for EU citizens, businesses and public administrations.
In January
2024, the European Parliament adopted an own-initiative report entitled
“
Virtual
worlds – opportunities, risks and policy implications for the single
market” stressing the need to base this technology on EU values,
in a sustainable and human-centric manner. It calls on the European
Commission to prepare guidelines clarifying legal obligations and
responsibilities of all stakeholders in virtual worlds, and emphasises
the need to raise public awareness, improve digital skills and access
to technologies.
70. Council of Europe member States should harmonise approaches
and enable closer collaboration between the private sector, policy
makers and civil society organisations in the development of practical
and ethical metaverse standards, and strengthen international co-operation
agreements wherever possible.
7. Concluding
remarks and overview of recommendations
71. One of the challenges we face
today is to keep society stable in the face of rapid technological
change and to calibrate existing legal and institutional tools to
help protect and promote democracy, human rights and the rule of
law.
72. The metaverse embodies the non-deterministic nature of technology,
which is neither inherently good, bad, nor even neutral, but serves
as an amplifier of human behaviour and must be guided in a responsible
and ethical manner. This technology presents challenges in terms
of conceptual and legal definitions, making it difficult to establish
clear boundaries, and continues to evolve within the dynamic landscape
of interconnected systems.
73. The metaverse represents a socially constructed and computationally
mediated concept, characteristic of emergent processes seen in complex
adaptive systems. Its definition is elusive both conceptually and legally,
reflecting its intricate nature. Predicting the metaverse's evolution
is inherently speculative, and this uncertainty poses significant
challenges for lawmakers striving to keep pace with rapid advancements
in science and technology.
74. There is a pressing need for new governance structures that
are open, informed, and robust, alongside public debates and innovative
legislative mechanisms to guide the development of this emergent
technology. The metaverse holds tremendous potential to alter fundamental
interaction flows within society. Changes in these flows can lead
to profound transformations in societal structures and dynamics.
As these interaction flows evolve, so too does society, underscoring
the transformative impact of the metaverse on our collective future.
75. Presence, immersion and embodiment create the illusion of
being in a real environment and users are actively involved in the
creation of virtual worlds. They may adopt digital personas that
might not align with their real-world identities, which challenges
the traditional, centralised frameworks of identity established
by nation States and institutions. A comprehensive understanding
of these dynamics will be essential in devising adaptive strategies
that accommodate the rapidly evolving landscape of human interaction
and identity in the digital age.
76. Web3 and the metaverse are shaped by AI helping the system
make decisions for itself and improve language processing, facial
recognition and the overall efficiency of the system. The quick
development of generative AI also opens new perspectives concerning
the possible interactions between users and the system itself.
77. While the metaverse has a great potential to improve people’s
lives, a toxic culture seems to be evolving around immersive spaces,
including harassment and abuse, hate speech, racist language, homophobic language,
transphobic language, simulated violence, as well as disinformation,
propaganda and social and political manipulation. Age limitations
for children appear ineffective, as reporting processes and consequences
of breaching terms of references are very opaque.
78. The way data is being collected, interpreted and used (biometric
psychography, i.e. data captured by eye trackers and body motions
as diagnostic of personal identity, medical conditions and mental
states) is also problematic and the right to mental privacy and
cognitive liberty must be carefully considered.
79. A distorted perception of the actual risks, benefits, and
implications of this new technology may potentially influence the
formulation of policies and regulations that do not adequately address
the complexities involved. Policy makers need to strike a delicate
balance between fostering innovation and ensuring the protection
of users and society at large.
80. The lessons learnt from the social media era can help to shape
metaverse environments and promote the same values which are actively
defended and promoted in democratic societies, possibly even further, thanks
to the potential outreach of this technology which can foster public
participation. Policy makers need to update their skills to make
sure that public safety, security, accessibility and inclusion requirements
drive technologies that benefit as many people as possible from
the outset.
81. Human rights and fundamental freedoms must be well embedded
in the metaverse from the start. Its full potential as an inclusive
digital infrastructure can only be unlocked when everyone can access
it, with the removal of existing and potential barriers, including
costs.
82. Self-regulation might not be enough and dialogue and co-operation
among governments, researchers and the private sector are of the
essence, with a view to fostering a culture of transparency and
creating policies that are better equipped to address the complexities
of this technology.
83. The idea that regulation would prevent innovation is a false
dichotomy, as responsible governance can encourage creativity, innovation
and entrepreneurialism, but also uphold democracy, human rights
and the rule of law through the metaverse. The challenge is to properly
understand harassment, corruption, fraud, violence and other human
rights abuses and threats to democracy in the metaverse and to adapt
and update legislation accordingly to protect against them, and
to rethink privacy and data rights in the virtual world.
84. The draft resolution puts forward detailed recommendations
for positive action, as presented throughout this report and stemming
from the intense debates in the Committee on Culture, Science, Education
and Media, with the invaluable input of several experts and stakeholders,
including tech companies, to whom I am deeply grateful.
85. The last hearing in Copenhagen on 27 May 2024 also highlighted
the need for technology assessment to explore the relationship between
science, technology and society and to contribute to the formation
of public and political opinion on societal aspects of science and
fast-developing technology. The Assembly should continue to strengthen
its activities as a partner of the
European Parliamentary
Technology Assessment (EPTA) network, and provide its contribution to policy
makers in shaping technology development and ensuring democratic
governance and respect for human rights and fundamental freedoms.