Virtual worlds (VWs) are immersive, persistent spaces that blend aspects of physical and digital worlds. The sector is fast moving with a wide reach across business and consumer markets. We developed an assessment template covering VW applications’ purpose, functionality, development, use and outcomes. We then applied the assessment template to 22 VW use cases.
While the use cases do not provide generalisable findings, several interesting cross-cutting insights emerge. We identified several approaches to developing applications, making them available to users, and allowing users to modify the VWs. We found that applications tend to focus on a small subset of specific activities, most notably training, perhaps partly resulting from identified hardware limitations. Within VWs, we observe a range of usage patterns and suggest that ‘monthly active users’ is not always a good indicator of success. Surprisingly, many developers we spoke to reported minimal use of generative AI, and limited knowledge of their end users. We also found that measures to address inclusivity and bias are often limited, and responsibility for addressing inappropriate behaviour are often delegated to other actors.
VWs may be best seen as assemblies of hardware, software and features mobilised in specific contexts, and meaningful assessment of their development should consider the implications for individuals, communities, the environment and the sector itself.
BOUCHER Philip;
SOMIA Tatiana;
BARREDA ANGELES Miguel;
HUPONT TORRES Isabelle;
SCHADE Sven;
2026-04-22
Publications Office of the European Union
JRC145804
978-92-68-39175-4 (online),
1831-9424 (online),
EUR 40694,
OP KJ-01-26-166-EN-N (online),
https://publications.jrc.ec.europa.eu/repository/handle/JRC145804,
10.2760/2993248 (online),
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