The Battle to Build a Child-friendly Metaverse

Campaigners and experts warn that the wider ecosystem of the metaverse needs to start acting to ensure child safety Eric PIERMONT AFP
Campaigners and experts warn that the wider ecosystem of the metaverse needs to start acting to ensure child safety Eric PIERMONT AFP
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The Battle to Build a Child-friendly Metaverse

Campaigners and experts warn that the wider ecosystem of the metaverse needs to start acting to ensure child safety Eric PIERMONT AFP
Campaigners and experts warn that the wider ecosystem of the metaverse needs to start acting to ensure child safety Eric PIERMONT AFP

As a young woman straps on her vest and headset and becomes immersed in a virtual world, Mainak Chaudhuri talks excitedly about the potential of the technology.

"This is the first step towards the metaverse," Chaudhuri of French start-up Actronika told AFP at this week's VivaTech trade show in Paris.

The vest can give users the sensation of being buffeted by the wind or even feel a monster's breath on their back, and it can be used to enhance movie watching, education or gaming, said AFP.

It is a family-friendly vision of the 3D immersive internet, now widely known as the metaverse, and sits well with some interactive experiences already widely available for children -- like virtual trips to museums.

But campaigners and experts are increasingly warning that the wider ecosystem needs to start acting on child safety to ensure the benign vision is realized.

"The biggest challenge is kids are getting exposed to content that is not intended for them," said Kavya Pearlman, whose NGO XR Safety Initiative campaigns to ensure immersive technology will be safe for everyone.

The problems she envisages range from children being exposed to sexual and violent material, to worries over young people being used as content creators or having inappropriate contact with adults.

Even though the metaverse has not yet been widely adopted and the technology is still in development, early users have already brought to light serious issues.

One woman's allegation that her avatar was sexually assaulted in the metaverse sparked global outrage.

Worries about the future of the technology have only grown as the economic opportunities have become clearer.

'Colossal' money
Metaverse-linked investments topped $50 billion last year, according to research firm McKinsey, which predicts the figure could more than double this year.

"We're talking about absolutely colossal amounts of money, that's three times more than the investment in artificial intelligence in 2017," McKinsey partner Eric Hazan told AFP.

Chief among the investors is tech giant Meta, which owns the likes of Instagram, Facebook and WhatsApp.

The firm has already rolled out measures to give parents more control over the content their children interact with while using VR headsets.

Meta and many of its competitors market immersive products with a lower age limit of 13 -- though it is widely accepted that younger children will use the tech.

Pearlman raises a broader concern that very little is known about the possible effects on young people's development.

"Organizations have not yet validated these experiences from a scientific perspective," she said.

"Yet they are allowing kids to be exposed to these new technologies, practically experimenting on children's developing brains."

The metaverse has shifted the paradigm, according to Valentino Megale, a neuropharmacologist who researches the issue.

While the public has so far merely consumed what others have created, in the metaverse "we are going to be part of the digital content", he said.

"This makes everything that we experience in that world more compelling," he told the RightsCon digital rights conference last week, adding that it was particularly true for children.

Experts worry that the industry needs scrutiny before the rot sets in.

'Ethical basis'
The solution, they argue, is to make sure the builders of these new virtual worlds instil child protection measures into the ethos of their work.

In other words, each piece of software and hardware should be constructed on the understanding that children might use it and will need safeguarding.

"We are potentially going to have a huge impact on their behavior, their identity, their emotions, their psychology in the exact moment when they are forming their personality," said Megale.

"You need to provide an ethical basis and safety by design from the beginning."

One of the most controversial areas of product design is the kind of suit that will allow users to feel all sorts of sensations -- even pain.

Such suits are already being manufactured, simulating pain through electric shocks.

The products are intended for military or other professional training.

Chaudhuri said the products developed by his firm Actronika use vibrations rather than electric shocks and were perfectly safe for anyone to use.

"We're about engaging the audience and not necessarily doing a real-time firefighting scenario or a battlefield scenario," he said.

"We don't cause pain."



Sony Says to Stop Releasing PlayStation Games on Discs

French PlayStation' collector Cyril, poses with a PlayStaion 1, at his home in Vraiville, on November 20, 2024. (AFP)
French PlayStation' collector Cyril, poses with a PlayStaion 1, at his home in Vraiville, on November 20, 2024. (AFP)
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Sony Says to Stop Releasing PlayStation Games on Discs

French PlayStation' collector Cyril, poses with a PlayStaion 1, at his home in Vraiville, on November 20, 2024. (AFP)
French PlayStation' collector Cyril, poses with a PlayStaion 1, at his home in Vraiville, on November 20, 2024. (AFP)

Sony said Wednesday that it would stop releasing new video games for the PlayStation on disc in January 2028 following a shift in consumer preferences.

"Following this date, new games will be available on PlayStation Store and at retailers in digital formats only," the company said on its official PlayStation blog.

Sony said the upcoming shift "has no impact on games that already released, or will be releasing, prior to January 2028 in disc format."

The announcement comes as the upcoming exclusively digital release of "Grand Theft Auto VI", which is predicted to become the biggest-selling cultural product of all time, has caused some consternation among gamers.

There was grumbling on social media that the lack of a physical disc would eliminate any second-hand market for the title.

"This is a natural direction for Sony Interactive Entertainment to adapt to consumer trends as the general preference for digital media significantly outpaces physical discs," the company said.

"We remain committed to delivering a world-class gaming experience to our fans," it added.


Fear and Anger Brew Inside Meta amid AI Frenzy

The word "Hack" is seen in this aerial view of Meta's corporate headquarter offices in Menlo Park, California. JOSH EDELSON / AFP
The word "Hack" is seen in this aerial view of Meta's corporate headquarter offices in Menlo Park, California. JOSH EDELSON / AFP
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Fear and Anger Brew Inside Meta amid AI Frenzy

The word "Hack" is seen in this aerial view of Meta's corporate headquarter offices in Menlo Park, California. JOSH EDELSON / AFP
The word "Hack" is seen in this aerial view of Meta's corporate headquarter offices in Menlo Park, California. JOSH EDELSON / AFP

A frenzied push for artificial intelligence dominance comes with a different kind of cost for Meta, where massive layoffs, employee surveillance and departures have fueled reports of a heated internal climate.

As Meta spends billions annually to build out its AI capabilities, employees at Facebook, Instagram and WhatsApp are increasingly unhappy with their Mark Zuckerberg-led parent company, AFP reported.

Meta employees have weathered frequent layoffs since early 2025, including this spring when the company cut 10 percent of its workforce -- some 8,000 jobs -- and reshuffled another 7,000 employees.

For those who remain, an internal AI training initiative has drawn accusations of surveillance.

The company also underwent a major reorganization of its AI research division, into which Zuckerberg, Meta's founder and chief executive, has poured billions of dollars.

The malaise stands in stark contrast to Meta's robust finances -- driven by advertising, which makes up nearly 98 percent of its revenue. In the first three months of 2026, Meta's net income rose to more than $26 billion.

However, the bill for its AI investments is also exploding, prompting Zuckerberg, who has near-absolute power over the company, to impose sweeping cuts and increased monitoring of employees in the name of efficiency and savings.

The cuts are funding a massive race for infrastructure: Meta plans to spend up to $145 billion on AI investments this year, nearly twice last year's figure.

Harvesting data

After thousands of employees were reassigned to Meta's AI division, some, speaking anonymously to US media, have complained of "mind-numbing" tasks designed to train machines, or even automate away their own jobs.

That controversial program, called the Model Capability Initiative, was rolled out in April and suspended on June 22. It captured clicks, keystrokes and browsing activity of US employees to train AI agents -- software capable of independently performing tasks.

Zuckerberg, who has made AI the company's North Star, defended the program during an internal meeting: "AI models learn by watching really smart people do things," he said, according to Wired.

But the tool sparked a revolt. More than 1,600 employees signed a petition calling for it to end, with some likening the company to a "data extraction factory," according to media reports.

The pause came after private conversations, and performance data inadvertently became accessible to all staff. The system risked drawing the attention of European regulators, since it captured exchanges between employees on both continents.

In a statement to AFP Tuesday, a Meta spokesperson said the program was designed with privacy safeguards.

"While we have no indication at this time that any data was improperly accessed by Meta employees, we're pausing it while we investigate," the statement said.

One employee summed up the mood with a meme from "The Office," posted on an internal company forum, reading: "0 days since our last nonsense."

'Dead end quest'

All of these efforts aim to make up for a persistent lag behind Google, OpenAI and Anthropic, which dominate the race for cutting-edge AI models. Meta's own models, repeatedly delayed, have proved disappointing even internally.

To regain ground, Zuckerberg invested over $14 billion last year into Scale AI, a San Francisco-based startup, and poached its CEO Alexandr Wang -- who was 28 years old at the time -- to run a "superintelligence" lab inside Meta.

The expensive bet has yet to win people over. Several key figures have since walked out, among them Yann LeCun, considered one of the "godfathers" of modern AI, who had led Meta's AI research since 2013.

LeCun suddenly found himself reporting to Wang, more than 35 years his junior. He left Meta at the end of 2025 to launch his own startup.

In an interview with the Financial Times, the Turing Award winner lamented that, although "he learns fast," Wang has "no experience with research" and was on "a dead end" quest.

The stakes for Meta go beyond its social networks now. The company is also doubling down on consumer electronics with smart glasses and is considering a new prediction-market app called Arena, potentially in partnership with Polymarket and Kalshi, according to The New York Times.

Lawsuits also threaten to consume time and resources.

For the first time, a Los Angeles jury in March found Meta liable for the effects of social media addiction, just one day after a separate ruling in New Mexico said Meta had failed to protect minors.

Meta has appealed, but more lawsuits are expected this year.


South Korean Trade Watchdog Alleges Google Abused Its Position in Android App Store

A pedestrian walks past the Google offices in London, Britain, August 14, 2025. (Reuters)
A pedestrian walks past the Google offices in London, Britain, August 14, 2025. (Reuters)
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South Korean Trade Watchdog Alleges Google Abused Its Position in Android App Store

A pedestrian walks past the Google offices in London, Britain, August 14, 2025. (Reuters)
A pedestrian walks past the Google offices in London, Britain, August 14, 2025. (Reuters)

South Korea's antitrust regulator alleged on Wednesday that Alphabet's Google abused its dominant position in the Android app marketplace to hinder competition and will recommend corrective measures and a financial penalty.

The Korea Fair Trade Commission's (KFTC) Market Surveillance Bureau found Google's alleged abuse of market dominance in the Android app marketplace affected 14.16 trillion won ($9.1 billion) in revenue, the bureau said in a media briefing where it released its examiner's report on the matter.

From July ‌2019 to March ‌2026, Google's Games/Google Velocity Program, which it ‌internally ⁠called "Project Hug", offered domestic ⁠and overseas game developers financial support for using Google services such as Cloud, Ads and YouTube, provided that they launched games on Google's app store on terms at least as favorable as rival app marketplaces, the report said.

The contracts were also structured so that Google's financial ⁠support increased progressively as developers generated more ‌revenue through Google Play, creating ‌stronger incentives to prioritize Google's marketplace.

The program significantly reduced developers' ‌incentives to distribute games through competing app stores, including South ‌Korea's OneStore, blocking rivals' business activities and forcing developers into de facto exclusive dealing with Google, according to the report.

"Google Play competes fairly with other app stores and delivers numerous benefits ‌to developers and consumers in Korea.

"We have cooperated diligently with the KFTC's investigation, and ⁠we will ⁠continue to show the Commissioners that there has been no violation of the law,” Google said in a statement to Reuters.

If the commission ultimately concludes that Google abused its market dominance, it may impose a fine of up to 6% of the relevant affected revenue of $9.1 billion.

Google has eight weeks from receiving the examiner's report to submit a written response and review the evidence.

The bureau said it plans to convene the full commission and issue a final ruling promptly once Google's due process rights have been fully observed.