In light of this observation, the report puts forward an idea already shared in discussions on the evolution towards immersive: " The value provided by a metaverse should be able to be greater than the environmental impacts generated, in other words, go beyond simple entertainment or simple speculation by allowing significant progress compared to what could be achieved without resorting to such technological devices ." Will it therefore be necessary to limit connection times or even ban an entertainment metaverse? The report also quotes researcher Alain Berthoz, who highlights the risk of a form of denial of reality in the face of climate issues.
may be preferable to a metaverse generalized to the entire population for harmful uses that would only serve private interests ." Conclusion The report highlights France's assets to become a major player linkedin data in these new technologies, while demonstrating the limits (technological, ethical, political) of the metaverse, and the need for better coordination between French Tech and French Touch, between public research and artistic creation . It is in the field of culture that the opportunities seem most obvious, and a certain number of cultural actors in France have already seized them.
A series of questions arise on the evolution and adoption of metaverses: Will we move towards an impoverishment or a multiplication of emotions? Is it acceptable to have behaviors in metaverses that are prohibited in real life? Should we have hyperrealistic avatars? How can we regulate these extremely invasive immersive technologies in terms of acquiring personal data on our emotional or even medical state? Do all our online activities deserve to be monetized?, to name just a few. Today, anyone can create a video and post it on TikTok, in a few years this could prove to be the case for 3D content and virtual worlds.