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  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>Iwanaga, Joe, Edward C. Muo, Yoko Tabira, Koichi Watanabe, Susan J. Tubbs, Anthony V.
D'Antoni, Mathangi Rajaram‐Gilkes, Marios Loukas, Mohammed K. Khalil, and R. Shane Tubbs.
"Who really needs a Metaverse in anatomy education? A review with preliminary survey
results." Clinical Anatomy</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <article-id pub-id-type="doi">10.1002/ca.23949</article-id>
      <title-group>
        <article-title>Metaverse vs. metacurse: The role of governments and public sector use cases</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Charmaine Distor</string-name>
          <email>charmainedistor@unu.edu</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Soumaya Ben Dhaou</string-name>
          <email>bendhaou@unu.edu</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Morten Meyerhoff Nielsen</string-name>
          <email>meyerhoff@unu.edu</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Flor 166</institution>
          ,
          <addr-line>4810-445 Guimarães</addr-line>
          ,
          <country country="PT">Portugal</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>United Nations University Operating Unit on Policy-Driven Electronic Governance (UNU-EGOV)</institution>
          ,
          <addr-line>Rua de Vila</addr-line>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2023</year>
      </pub-date>
      <volume>1</volume>
      <issue>2023</issue>
      <fpage>5</fpage>
      <lpage>7</lpage>
      <abstract>
        <p>As an immersive virtual experience, the Metaverse is enabled by multiple technologies and concepts, such as extended reality, blockchain, artificial intelligence, the internet of things, and digital twins, among others. This reflection paper discusses the concept of the Metaverse and the role of the government and the public sector in maximising the potential of conceptual metaverse technology for public service delivery. First, the aim is to reflect on the regulatory role, which must address the existing and emerging issues of the suit of technologies enabling the Metaverse. Second, the role of the public sector and the government as potential users of the Metaverse is addressed. Lastly, various policy and program implications highlight the Metaverse's opportunity for innovation and transformation of public sector decision-making, service production, and delivery while stressing the importance of carefully considering whether Metaverse is the most appropriate technology to address specific public sector needs. Metaverse, government, public sector, digital government</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        Metaverse or metacurse that is the question. The Metaverse, a fully immersive virtual experience, has
become a buzzword since 2020, with big tech leading the hype. Governments and the public sector are
following suit, not least as regulators and potential users of the metaverse concept and suit of
technologies. Interest in the Metaverse is rapidly accelerating. Gartner identified it as one of the “top
10 strategic technology trends for 2023” [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. Meanwhile, an Ipsos-World Economic Forum study [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]
found that over half of adults across 29 countries are already familiar with the Metaverse. However, it
is not entirely new technology since Neal Stephenson first coined it in his 1992 sci-fi novel “Snow
Crash” [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ].
      </p>
      <p>
        As a new term, the definition varies, with experts agreeing that there is no fixed definition for
Metaverse yet. As a concept, the Metaverse is still in its infancy and continuously evolving, but one of
the most cited definitions refers to it as “a persistent and immersive simulated world that is experienced
in the first person by large groups of simultaneous users who share a strong sense of mutual presence.
It can be fully virtual, (or it can be) layers of virtual content overlaid on the real world” [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ].
      </p>
      <p>
        As a result, the Metaverse is associated with extended reality (XR) technologies like virtual reality
(VR), augmented reality (AR), and mixed reality (MR). Several recent studies also mentioned that other
core technologies involved in the Metaverse include blockchain, artificial intelligence (AI), Internet of
Things (IoT), and digital twins [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. All heavily rely on core enablers – internet connectivity and data
collection, management and exchange.
      </p>
      <p>While several studies have explored the technical aspects behind the Metaverse, there is still an
existing gap on how this technology may impact governments and the public sector. Therefore, this
reflection paper approaches the discourse through a review of related literature addressing the research
question: what are the roles of the government and the public sector in the adoption/use of the
Metaverse technology? In particular, this paper is divided into two main sections. Section 2 will discuss</p>
      <p>2023 Copyright for this paper by its authors.
the role of the government as a regulator of the Metaverse in ensuring the responsible use of the
technology across relevant sectors. Meanwhile, section 3 shall delve more closely into the role of the
government and the public sector as potential users of the Metaverse. Then, this paper will provide
some key points as its conclusion.</p>
    </sec>
    <sec id="sec-2">
      <title>2. How can government guide the responsible use of the Metaverse</title>
      <p>
        The Metaverse holds a myriad of different promises to a multitude of users and interest groups. When
combined effectively, the suit of technologies enabling the Metaverse can provide a valuable experience
for the users. Most citizen end-users expect the Metaverse to enhance their experiences with digital
services like distance learning, remote work, healthcare, and tourism [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. These expectations may be
met if the Metaverse’s features are successfully deployed. Of particular relevance is the realism of being
immersed in a virtual environment, the ubiquity or accessibility across gadgets while maintaining a
virtual identity, interoperability or seamless information sharing across platforms. The scalability or a
network architecture supporting an efficient system is essential, not least with a high volume of active
users simultaneously [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ].
Act, is highly relevant [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ] as Japan’s Web 3.0 Policy office, established by the Ministry of Economy,
Trade and Industry [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ] to address concerns about emerging technologies like the Metaverse.
      </p>
      <p>Building on connectivity, open internet protocol, and interoperability is also important. Without
reliable connectivity, the IoT and data exchange will face challenges. Without affordable access,
citizens and businesses may be limited or even excluded from the potential of the Metaverse.
Government approaches on telecommunication regulations and licensing are vital to ensure digital
inclusion and avoid increasing marginalisation of digital and socio-economic divides. Once
implemented, technical, semantic, and organisational interoperability standards and the governance of
these are equally essential to optimise data management over time.</p>
      <p>
        While Metaverse is supposed to be an extension of actual reality, the applicability of real-life laws
in the virtual world must also be further assessed. Governments must support research and consultations
when developing policies. Key policy areas include the ownership of metaverse items like virtual lands,
intellectual property, financial liabilities, and identity management [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ][
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]. Like data, the match
between physical real-life and virtual assets must be managed within a legal and regulatory framework
to protect privacy, confirm ownership, and minimise the risk of fraudulent and criminal activities. In
short, the Metaverse will not require a complete reimagination of existing standards or regulations but
rather an optimisation to maximise the potential of the technology and the Metaverse while minimising
adverse effects.
      </p>
      <p>
        Although the Metaverse is seen as an immersive virtual reality, its users are still real people and
linked to actual organisations that need to be protected with respect to the three M’s of the Metaverse.
Algorithm bias is an imminent issue in the Metaverse. Research showed that some AR-based
potentialsfilters tend to promote racial biases [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ]. Inclusivity is also a critical concern. For instance,
initiatives addressing persons with disability’s accessibility already exist, yet challenges persist due to
the lack of standards or compliance with these [14]. Representation in metaverse avatars is essential for
inclusivity, equity, and respect for diversity. Yet, persons with disability continue to face challenges in
finding avatars with disabilities or tools like a wheelchair for their virtual selves [15]. Like internet
connectivity, immersive technologies like the Metaverse may amplify the existing digital divide, not
least as XR devices tend to be relatively more costly than smartphones [16].
      </p>
      <p>In short, the role of governments in guiding the inclusive and equitable digital transformation –
including the United Nations Sustainable Development Goals and the upcoming Global Digital
Compact - includes Metaverse. For instance, only 34% of the world's population still does not use the
internet [17]. McKinsey and Company [18] find that, while more women use the Metaverse and account
for more activities (by volume), female leadership in the metaverse economy remains rare. Concerning
enabling devices, women are also more vulnerable to cybersickness, as most VR headsets illustrate the
gender bias inherent to both traditional tech and the Metaverse at the design stage [19].</p>
      <p>Expert opinion on the mental health effects of the Metaverse is divided. For adolescents, it may
amplify unhealthy self-image and bullying seen on social media in the last two decades [20]. Others
consider the Metaverse useful for therapy sessions for patients with autism spectrum disorder and
posttraumatic illnesses [21]. Likewise, a debate over the Metaverse’s effects on the environment is ongoing
[22]. Concerns revolve around the pollution levels of AI models, which tend to produce large amounts
of carbon emissions, resource extraction for continuous gadget upgrades, and subsequent disposal of
electronic waste. Others emphasise the potential of the Metaverse in cutting pollution-generating
activities like travelling or working in a physical office. While the jury is out with limited analysis on
both the positive and adverse environmental effects of the Metaverse, for instance, studies on DLT and
cryptocurrency mining do give indications of the scale of the challenge, as do past studies on
teleworking and online service delivery and e-Commerce.</p>
      <p>While regulations are important, as big tech companies cannot be solely responsible for
selfregulating the Metaverse [23], it is also vital to see how governments and the public sector balance this
with the potential of this technology for public service delivery.</p>
    </sec>
    <sec id="sec-3">
      <title>3. How can governments use the Metaverse?</title>
      <p>While the Metaverse is still in its early stages of development, its conceptual and technical elements of
it have captured the attention of governments worldwide for a while. Multiple public sector use cases
can be identified. This could be in terms of various classical or core government services, such as
applications and transactions, healthcare and assisted living, urban and community planning, or
education. For instance, for public service production and delivery, the use of virtual worlds for
meetings dates to the early 2000s, while teleworking was seen as early as the mid-1990s but with limited
impact assessments [24] [25]. The early virtual world platform Second Life was used during the 2008
speech of US Representative Ed Markey at the United Nations Climate Change Conference in Bali,
Indonesia, while he was physically in Washington [26]. Fast forward to the present day, virtual work
and meetings are considered the new normal, with Zoom, Google Meet, Microsoft Teams, and the like
becoming a norm brought about by the pandemic restrictions [27]. The field of video conferencing is
also being disrupted by Metaverse, like the heavily techy interpretation by Meta and Microsoft, and the
more approachable versions like Gather Town [28]. Several workplaces have created virtual offices,
and events are being held in Gather Town, like the tech startup demo day conducted by the Philippine
Department of Trade and Industry [29] and the PhilDev Foundation.</p>
      <p>The Metaverse can also disrupt public service delivery by enabling the holistic merger of data and
technology for a more user-centric experience, value creation, and increased productivity. For instance,
Seoul, South Korea, is the first local government to have devised a comprehensive metaverse master
plan called Metaverse Seoul [30]. This project includes the creation of a virtual tourist zone where
cultural activities will be held and a virtual version of their city hall where citizens can avail of public
services - although an impact assessment of cost-efficiency and productivity is currently outstanding.</p>
      <p>
        The Metaverse can also guide urban planners using AI, XR, and digital twins in simulations[
        <xref ref-type="bibr" rid="ref6">6</xref>
        ], such
as the case of Gothenburg, Sweden, which tested how new infrastructure may affect wind patterns in
the locale [31]. Elements of the Metaverse, such as digital twins and augmented and virtual reality, can
be used for urban planning and community consultations and heritage protection. This, in turn, may
also form the basis for tourism promotion. It is gaining traction as it is seen as a step towards an
immersive virtual service experience and even as a branding exercise by some. In September 2022,
Saudi Arabia held a metaverse celebration of their National Day on the popular metaverse platform
Decentraland [32]. Barbados is planning to launch the world’s first metaverse embassy using the same
platform [33]. However, several governments already experimented with the idea of a virtual world
embassy in the early 2000s using Second Life, such as Estonia, Kazakhstan, Maldives, Serbia, and
Sweden [26].
      </p>
      <p>The Metaverse also promises to address some of the financial woes in the education sector by
making educational resources more affordable. Virtual or augmented simulations may enhance students'
learning process without the need to secure costly materials such as cadavers for medical students [34].
Metaverse can also help better understand real-world phenomena through virtual experiential learning,
such as disaster risk reduction education [35]. And in the health sector, Metaverse may also help
facilitate communication and collaboration using accurate and predictive data [36].</p>
      <p>By contrast, the relative cost of accessing the internet and devices to access the Metaverse may, at
other educational levels, create a financial barrier to the education of children from low-income
households, as seen during the Covid-19 pandemic. It may also increase the isolation of marginalised
youth and amplify challenges around mental well-being, socialisation, and even cyberbullying. We have
summarised some of the potentials and challenges of the Metaverse for the public sector in Table 1.
Table 1</p>
      <sec id="sec-3-1">
        <title>Pros and cons of the Metaverse in select public sector use cases</title>
      </sec>
      <sec id="sec-3-2">
        <title>Increased efficiency, effectiveness,</title>
        <p>&amp; user-centric services [30]</p>
      </sec>
      <sec id="sec-3-3">
        <title>Holistic merger of information &amp;</title>
        <p>transactional based services [30]</p>
      </sec>
      <sec id="sec-3-4">
        <title>Builds on existing infrastructure &amp; solutions [5][6]</title>
        <p>

Cons</p>
      </sec>
      <sec id="sec-3-5">
        <title>Cyber security, privacy &amp; data protection issues may be amplified [8]</title>
      </sec>
      <sec id="sec-3-6">
        <title>Risk of increased digital</title>
        <p>divide &amp; must be
complemented with
alternative channels to
facilitate universal access [16]</p>
        <sec id="sec-3-6-1">
          <title>Health and assisted living</title>
        </sec>
        <sec id="sec-3-6-2">
          <title>Urban and community planning</title>
        </sec>
        <sec id="sec-3-6-3">
          <title>Education</title>
          <p>


</p>
        </sec>
      </sec>
      <sec id="sec-3-7">
        <title>Facilitate collaboration &amp;</title>
        <p>communication using real and
predictive data for scenarios &amp;
testing for better outcomes
[21][36][34]</p>
      </sec>
      <sec id="sec-3-8">
        <title>Builds on existing concepts, tools, &amp; data including IoT, smart &amp; sustainable cities, digital twins, XR [5][6] [31]</title>
      </sec>
      <sec id="sec-3-9">
        <title>Immersive setting conducive to</title>
        <p>experimentation, scenarios,
augmenting the real world or
images of it [35][36][34]
Enhance traditional educational
approaches by allowing teachers
&amp; students to explore historical
sites or carry out risky
experiments in a secure setting
[35][34]







</p>
      </sec>
      <sec id="sec-3-10">
        <title>Virtual does not compensate for physical well-being [20]</title>
      </sec>
      <sec id="sec-3-11">
        <title>Existing learning platforms &amp;</title>
      </sec>
      <sec id="sec-3-12">
        <title>XR already do this [5]</title>
      </sec>
      <sec id="sec-3-13">
        <title>Smart cities initiatives often not holistic enough in their approach &amp; risk bring this to the Metaverse [6]</title>
      </sec>
      <sec id="sec-3-14">
        <title>Potential digital divide amplifying the “chattering classes” or even increase bias [16][13]</title>
      </sec>
      <sec id="sec-3-15">
        <title>Cost of platforms,</title>
        <p>government &amp; stakeholder
skills &amp; capacities, viability of</p>
      </sec>
      <sec id="sec-3-16">
        <title>IoTs &amp; infrastructure [16]</title>
      </sec>
      <sec id="sec-3-17">
        <title>Existing learning platforms &amp;</title>
      </sec>
      <sec id="sec-3-18">
        <title>XR technology already does this [5]</title>
      </sec>
      <sec id="sec-3-19">
        <title>Cyber bullying &amp; lack of socialisation continue to be issues [20]</title>
      </sec>
      <sec id="sec-3-20">
        <title>Cost of platforms, teacher’s skills &amp; capacities, affordable connectivity even if done from a cache [16]</title>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>4. Conclusion</title>
      <p>So, is the Metaverse a positive or a potential curse? The potential and implications of Metaverse might
seem overwhelming, but governments and the public sector should be ready to address this technology
to maximise its potential. We have in this paper outlined some of the existing and potentially replicable
use cases of the Metaverse for public service delivery and their potential pros and cons (see Table 1).
As a positive, we confirm that there are viable public sector use cases for the Metaverse. This includes
government services (e.g., virtual city hall), urban planning (e.g., digital twin), virtual work including
in the public sector back-office and their interactions with citizens (e.g., virtual meetings, virtual
offices), tourism (e.g., virtual cultural events, virtual embassies), healthcare and assisted living (e.g.,
operation simulations, remote consultations, robotics), and education (e.g., virtual teaching aides,
cadavers for medical students).</p>
      <p>However, caution is still necessary when considering the Metaverse for public service delivery,
given the failures and hype of previous emerging technologies. The success and sustainability of the
metaverse implementation rely on regulating the Metaverse and its suit of technologies. Regulations
must address data privacy, protection, and interoperability issues and set standards and protocols in the
design stage to facilitate big tech competition while avoiding any monopoly or lock-in. Ensuring
reliable connectivity and affordable access are essential for bridging the digital divide. The applicability
of real-world policies in the virtual world and inclusivity are also equally important to be addressed by
governments and the public sector to ensure that no one will be left behind in the goal of using the
Metaverse for digital transformation.</p>
      <p>As of writing, the Metaverse is becoming more controversial. Two recent opinion pieces deem it to
be obsolete sooner with the shift of big tech to generative AI [37] [38]. However, there are also experts
who argue that the Metaverse is here to stay and that booming technologies like generative AI can also
be utilised in the Metaverse [39] [40]. Hence, there is a need to investigate the Metaverse further such
as through the existing use cases mentioned earlier and identify entry points for replication and lessons
learned. Governments have a key role in ensuring that everyone’s metaverse experience creates value,
while making technology an ally for sustainable development thus limiting the risk of a “metacurse”
[41]. Governments should endeavour to be present where their constituents are or are expected to be
[26], and the Metaverse may just be one of those places.</p>
    </sec>
    <sec id="sec-5">
      <title>5. Acknowledgements</title>
      <p>This document is a result of the project "INOV.EGOV-Digital Governance Innovation for Inclusive,
Resilient and Sustainable Societies / NORTE-01-0145-FEDER-000087", supported by the Norte
Portugal Regional Operational Programme (NORTE 2020), under the PORTUGAL 2020 Partnership
Agreement, through the European Regional Development Fund (EFDR).
6. References
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[18] M. Alaghband, &amp; L. Yee. Even in the Metaverse, women remain locked out of leadership roles.</p>
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[19] Stanney, Kay, Cali Fidopiastis, and Linda Foster. "Virtual reality is sexist: but it does not have to
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IDEA and ADVanCE demo days, 2022. URL:
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https://english.alarabiya.net/News/gulf/2022/09/18/Virtual-Saudi-National-Day-celebrations-tobe-held-in-Metaverse.</p>
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