Page 20 - UN Executive Briefing on Unlocking the potential of virtual worlds and the metaverse for the Sustainable Development Goals
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UN Executive Briefing on Unlocking the potential of virtual worlds and
the metaverse for the Sustainable Development Goals
Goal 10: Reduced Inequalities
Reduce inequality within and among countries
To contribute to the achievement of Goal 10, virtual worlds will need to
ensure equitable access by addressing digital inequalities and exclusion
and mitigating potential biases and discriminatory practices. The
metaverse and other virtual worlds also present a unique opportunity
to bridge social and economic inequalities, amplify marginalized
voices, promote inclusivity, and leverage virtual spaces for dialogue,
collaboration, social inclusion and participatory decision-making
[b-HBR].
It is fundamental to the success of virtual worlds to bridge the digital divide by providing
affordable and reliable Internet access, promoting digital literacy, and ensuring equitable
access to virtual platforms and technologies. Furthermore, it is crucial to address biases and
discriminatory practices that may emerge in these technologies, ensuring that they do not
perpetuate existing inequalities or marginalize certain individuals or communities [b-UNDP].
Once these challenges are overcome, virtual worlds can amplify marginalized voices and under-
represented groups, who can then express themselves freely and contribute to the global
dialogue. Immersive online spaces can serve as a catalyst for social change, empowering
individuals, and communities by providing them with a platform to engage in economic
activities, education, and civic participation [b-Meta2]. Furthermore, these spaces can be
utilized for inclusive governance and co-creation of policies and solutions for a better virtual
experience for all. By engaging communities in virtual discussions, decision-making processes
can become more participatory and reflective of diverse perspectives, ultimately leading to
more inclusive and equitable outcomes [b-WEF2].
Case study: The Machine To Be Another, an Embodiment Virtual Reality System
BeAnotherLab, an interdisciplinary art-science research laboratory has developed an
Embodiment Virtual Reality System (EVR) that credibly facilitates a body swap, also known as
a Body Transfer Illusion. The Machine allows individuals to experience the world through the
eyes and body of another person [b-BeAnotherLab].
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