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Foto del escritorAnnaëlle Tricart

Interactions between the metaverse and the world: impact on mental health

Actualizado: 14 ago

In the real world, mental health is a matter of increasing concern. So, if the metaverse is to be an extension of the real world, it is important to ensure that it does not have a more serious impact on our mental health than it already does.

The impact of the metaverse on mental health can be varied. Firstly, because of the amount of time spent. In its report on metavers at the beginning of 2022, Gartner predicted that by 2026, a quarter of the population will spend at least one hour a day in the metaverse, contributing to the development of anxiety and addiction.

If this addiction develops, and we confuse our avatar with ourselves, which of our real selves and our avatar will we prioritise? In fact, in the metaverse, social discrimination also exists. To exist, we have to follow the latest fashions in the metaverse: the latest trendy clothes, the most expensive NFT. Clothes and accessories are available at prices comparable to those in the real world, but which clothes should we choose? It's likely to be where our clothes are most likely to be noticed, in the metaverse. This dilemma between these two worlds can affect our mental health, and not just our clothes. Having a dual identity can cause severe disorders, particularly for the most vulnerable. We might expect effects similar to those experienced by World of Warcraft players in the 2000s: disconnection from reality, loss of social awareness, loss of motivation and appetite, and disruption of numerous biological cycles. In an even more immersive metaverse, it will be necessary to be cautious about these harmful effects.



To promote a benevolent, inclusive metaverse, it is therefore important to be able to detect both mental and physical disorders. Once this detection has been made, a treatment and a protocol with an effect in the real world will also have to be put in place to detect users at risk and help them get out of a spiral that they would struggle to get out of on their own.

Secondly, to preserve the mental health of users, it is necessary to preserve the physical health of avatars. Some female users report having been physically and verbally assaulted by other users. This violent behaviour stopped only when the user removed her helmet. This aggression, which took place in the Facebook metaverse, led to the default activation of the physical distancing option.

The creation of new spaces thus creates new conflicts and zones of lawlessness, which need to be rectified in order to create a better world that reduces discrimination and violence.


Annaëlle Tricart

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