Facts and Findings
Instead of "flat", two-dimensional surfaces, some providers, such as Meta, Rockstar Games or Decentraland Foundation, have created virtual communication spaces that appeal to all senses except the sense of taste and smell and offer users realistic three-dimensional experiences. These spaces are referred to as "Metaverse".
Virtual communication spaces, such as those created in the Metaverse, are the most immersive form of the digital world to date. In this environment, there is an even greater blending of entertainment and information. Content in these spaces has a much more realistic and thus more intensive effect on the person consuming it than in two-dimensional space. In addition, further technological developments such as deepfakes or AI bots make these spaces vulnerable to information manipulation and its effect on the individual.
To counter this danger, the potential dangers must be recognised at an early stage and confronted with possible solutions. The risk of manipulation can be minimised through proactive measures, such as information and education about dangers that can emanate from the spaces.
Technological developments, such as the use of deep fakes or the use of virtual influencers, can also be countered by technical measures.
Why the spaces and their use are still insufficiently regulated and supervised, as well as some other possible solutions, can be read here in the analysis "Manipulation and Disinformation in the Metaverse - What are the Challenges and How to Counter Them?".
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About this series
The series informs in a concentrated form about important positions of the Konrad-Adenauer-Stiftung on current topics. The individual issues present key findings and recommendations, offer brief analyses, explain the Foundation's further plans and name KAS contact persons.
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