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Description
The metaverse is a rapidly evolving virtual reality, with the projection to generate up to $5 trillion in impact by 2030. Driven by the world of gaming, a traditionally male-dominated industry, the metaverse is already showing signs of gender bias and inequalities in its design and applications. As investors, designers and users, women are significantly underrepresented in the creation of the metaverse, and incidents of gender-violence have already been experienced by women in virtual realities. How to ensure that preexisting sexist mechanisms are not reproduced in this new virtual reality?