Metaverse Promises a Lot, Delivers Little; Disney Gives Reality Check
According to Bloomberg’s conversations with 11 current and former employees, teams within Meta, including those working on virtual reality (VR), don’t regularly use the headsets for work. While the company provides headsets to employees enrolled in its internal new feature testing program, adoption is low.
For example, the President of Global Affairs, Nick Clegg, is said to have briefly experimented with VR meetings before abandoning the idea due to inconvenience and technical difficulties. In addition, employees who are required to demonstrate the headsets in sales calls are reportedly not using them on a daily basis.
However, as PCMag reports, the company plans to move to more in-person work starting in September. This means the prospects for more VR headsets among employees appear uncertain.
There could be several reasons for this hesitation. VR headsets can cause nausea and discomfort, which is why Meta advises users to take regular breaks. Some employees find it “weird and unprofessional” to appear as a cartoon avatar with no legs visible. In addition, wearing the headsets has been described as “embarrassing”.
Interestingly, Meta’s Reality Labs VR and AR division suffered a significant loss of $13.7 billion in 2022, even surpassing its operating loss of $10.2 billion the year before. The numbers highlight the challenges the company faces in realizing its VR ambitions.
Competition is Getting Fiercer
As the rumor mill spins in anticipation of Apple’s upcoming VR headset, it’s reported that the iPhone maker will issue multiple warnings regarding its use. People with various health conditions, such as inner ear infections, ADHD/ADD, and anxiety, may need to exercise caution or avoid using the device altogether.
The Reality of Metaverse
Metaverse promises a lot, but its own employees are hesitant to use the technology. The company’s Reality Labs VR and AR division has suffered a significant loss of $13.7 billion in 2022, even surpassing its operating loss of $10.2 billion the year before. This, combined with the competition from Apple, means that Metaverse’s future is uncertain.
The company has advised users to take regular breaks due to the nausea and discomfort caused by the headsets, and some employees find it “weird and unprofessional” to appear as a cartoon avatar with no legs visible. In addition, wearing the headsets has been described as “embarrassing”.
As Meta navigates the bumpy terrain of virtual reality, it remains to be seen how the company will address the hesitations of its own employees and whether it can steer its VR efforts toward a successful future.