Study Group on the Realization of a Safe and Secure Metaverse

Ministry of Internal Affairs and Communications Study Group on the Realization of a Safe and Secure Metaverse Announces 2025 Draft Report - Identity Verification, Privacy, and Accountability in the Metaverse (Public comments accepted until August 8th)

P.S.: Public comments are being accepted from August 8th to 4th. If you have any comments, pleasehttps://www.soumu.go.jp/menu_news/s-news/01iicp01_02000126.html Please contact us. The submission form is as follows:This page on e-gov It is in

Today, July 7 (Wednesday) from 7:23 to 15:00 JST,Ministry of Internal Affairs and Communications "Study Group on the Realization of a Safe and Secure Metaverse (16th Meeting)"was carried out,Report 2025 (draft)It was announced. The Nikkei newspaper said it would be announced yesterday, but...

I will have NotebookLM summarize the contents at the end of this article, but I think the readers of this blog are interested in identity verification. I also posted about this on X (formerly Twitter), but that's about it.

In situations where the identity of the person responsible for an action within a space needs to be verified, it must be possible to determine that identity has been verified, including the method used for that verification.
- Consider introducing and strengthening necessary measures, including an identity verification system at the time of registration.

My book "Digital Identity"What I wrote as Responsible Digital Beingis related to the above. On the one hand, it would be uncomfortable to be told to verify identity with a MyNumber card (National Identification Card) for each metaverse operator (risk increases as information is dispersed), so I think it would be good to incorporate something like a pseudonymous provider or semi-anonymous authentication provider, which was considered in Germany for eIDAS2 last year, into the system. But what does that mean? Basically, a "partially-anonymous" provider (users will be anonymous or pseudonymous when interacting with operators) with strong security standards, including operation, will verify identity with a MyNumber card or something, and then issue a pseudonymous Verifiable Credential/Digital Credential, which will be used to register in the metaverse or its world. With a court warrant, it is a system that allows investigative agencies to go there and trace back to the individual. Professor Sako, currently a professor at Waseda University and vice president of MyData Japan, was the editor of "ISO/IEC 29191 Information technology -- Security techniques -- Information security management systems -- Requirements for partially anonymous, partially unlinkable authenticationThe requirements are written in the report. (Note that ISO is mentioned only once in the draft report in relation to ITU-T. I guess it can't be helped, since it's the Ministry of Internal Affairs and Communications.)

My BookI wrote toResponsible Digital BeingThe principles are as follows:

Principle 1: Accountable Digital Being Everyone should be able to establish and re-establish a digital presence that is accountable for their actions. This aims for a "partially anonymous" state, where pseudonyms and anonymous actions are permitted to protect freedom of speech and thought, while allowing properly authorized authorities to remove anonymity in the event of an incident. This will require accountability from those who commit illegal acts, and by recognizing this, people will consider the social acceptability of their own actions. Also, if this principle becomes commonplace, those who do not have it may be excluded from society, so it is necessary to be able to establish and re-establish it at any time if you wish.
(source)Natsuhiko Sakimura. 2021. Digital Identity. Nikkei Business Publications

I hope the investigation moves in a positive direction.

Below is an outline of the draft report by NotebookLM.

Draft Report Overview

1. Introduction: Defining the Metaverse and Expanding the Research Scope

Following a study group on the utilization of metaverses and other technologies in the Web3 era, the Ministry of Internal Affairs and Communications has been holding a "Study Group on the Realization of a Safe and Secure Metaverse" since October 2023. Initially, the main subject of discussion was the VR metaverse, which is primarily intended for interpersonal communication and entertainment, but since December 10, the subject of discussion has been expanded to metaverses in general for a variety of purposes, including AR and MR metaverses.

In this report, the definition of the "metaverse" is a virtual space that has the following four elements:

  • "i. Realism and reproducibility according to the purpose of use(In some cases, it reproduces a physical space in the same way as a digital twin, in other cases, it creates a simplified model of the physical space, in other cases, it creates a different world that includes the laws of physics, and in other cases, it virtually adds and fuses information to the physical space itself.)
  • "ii. Ability to project oneself and feel immersed'
  • "iii) Interactive (often in real time)'
  • "ⅳ Anyone can participate in the virtual space (openness)'

Additionally, many metaverses cite interoperability, permanence, and the ability to engage in economic activities on a par with those in the physical world as essential elements.

In anticipation of the revision of the "Metaverse Principles (Version 1.0)," this report summarizes the results of discussions on the impact on society of cases in which physical and virtual spaces interact with each other or are integrated, based on an understanding of domestic and international trends from three perspectives: market, technology, and policy/system.

2. Market Trends Surrounding the Metaverse

The metaverse market is currently said to be in a "disillusionment phase," but it is steadily taking shape as infrastructure for solving social issues, and is expected to become more widespread in the future.

2.1. Trends and forecasts of market size

  • Global market size: It is projected to grow from $2024 billion in 744 to $2030 billion by 5,078. Of this, e-commerce within the metaverse will account for the largest share, followed by gaming and health and fitness.
  • Domestic market sizeAccording to Yano Research Institute Ltd., the market is estimated to be 2023 billion yen in 35.3, up 1,863% from the previous year, and is expected to grow to 2024 billion yen in 2,750.
  • Ministry of Internal Affairs and Communications estimate:
    • For individualsIt is estimated that the market size will grow to approximately 2025 billion yen in 800 and 2030 billion yen in 4,100. In particular, the "tourism" sector is expected to expand by more than six times in market size in both the VR metaverse and the AR/MR metaverse.
    • For businesses (business use)It is estimated that the market will expand to approximately 2025 billion yen in 8,300 and to approximately 2030 trillion yen in 1. Large expansion rates are expected in the areas of "civil engineering and construction sites," "workplace training," and "offices and workplaces."
    • TotalIt is estimated that the market will be worth approximately 2025 billion yen in 9,100, and expand to approximately 2030 trillion yen in 2. Although the corporate market is larger, it is analyzed that the market for individuals will expand at a faster rate.

2.2. Device evolution

  • VR Devices: As the development of new ultra-high image quality, ultra-lightweight models progresses, it is expected that they will become even more comfortable to use.
  • AR/MR devicesNew types of glasses-type (eyeglasses-type) devices are appearing one after another, making them easier to use in everyday life. Development of high-performance glasses-type devices equipped with AI is also progressing, and the possibility of new experiences in which AI can recognize and understand objects in the field of view, display information, and suggest actions is attracting attention.

2.3. Diversification of user trends

  • Traditionally, metaverse users have been thought to be mainly men in their late teens to twenties, but in the future, the user population may become more diverse and younger.
  • Due to the response to VRChat experience videos by popular live streamers, VRChat's popularity in Japan on Google Trends has increased by about five times compared to 2023.
  • The DAU of gaming platforms such as Roblox, where just under 40% of users are under the age of 13, is increasing, with an increase of around 40% seen in the Asia-Pacific region, including Japan.

2.4. Identifying stakeholders and issues

Stakeholders in the metaverse are categorized into business/activity layer, spatial layer, platform layer, network layer, hardware layer, and fundamental technology layer. In light of the diversification of user attributes and roles, the need for an entity that connects stakeholders has been pointed out.

3. Issues and Solutions for Communities and Information Distribution in the Metaverse

The metaverse’s unique communities and information distribution have various characteristics, but these give rise to the following 16 challenges:

Some of the main challenges:

  • Diverse types and forms of content: It is unclear who owns the rights and responsibilities for each piece of content.
  • Sense of self-presence in space: The risk of data leakage and security breaches is increasing due to self-projection and immersion through avatars and characters.
  • User behavior: The risk of illegal or unfair behavior arising from autonomous control by AI and algorithms.
  • Expanding use of services: As the user base and fields of application expand, it becomes difficult to share unwritten rules and ethics.
  • Unique characteristics of the AR/MR metaverse: Issues with information and data distribution that come with adding information to physical spaces, and the risk of privacy violations.

Discussions at the study group and proposed responses:

  1. Distinguishing between increasingly sophisticated AI avatars and human avatarsHow should we distinguish between AI avatars and avatars operated by humans? Approaches that are being considered include mechanisms that ensure authenticity through the voluntary actions of the user, and approaches that place a certain degree of restrictions on AI actions.
  2. Diversifying user attributes and sharing ethical valuesHow should unwritten rules and ethics be shared? Metaverse-related service providers are expected to explain the nature and context of the world they provide to users and encourage their understanding.
  3. Acquisition, analysis, and utilization of multimodal information and dataAs data, including biometric information, circulates, how should it be handled? Ensuring transparency for users, thoroughly obtaining consent before collecting data, and technical measures by device manufacturers are being discussed.
  4. Dealing with liability in increasingly complex contracts and transactionsIt is necessary to clarify where responsibility lies when dealing with disputes between UGC creators and users. It is expected that mechanisms for preventing disputes will be established, a reporting system will be set up, and response policies will be clarified.
  5. Dealing with increasingly complex content and activity rightsPreventing infringement of others' rights and respecting privacy when creating UGC are issues. Discussions are underway on issues such as clarifying the thinking behind terms of use and guidelines, and limiting data acquisition through technological measures.

4. Market Trends in Content Creation and Distribution

The content circulating in the metaverse can be categorized into the following categories: worlds, NPCs, avatars, avatar accessories, objects, effects, content (in the narrow sense), gifts, and events.

Current state and challenges of the creator economy:

  • BOOTH's 3D model category transaction volume is growing rapidly, indicating the rapid growth of the domestic metaverse creator economy.
  • As a result, there is an influx of users with different backgrounds than the so-called "veterans," invalidating the "tacit understanding" that has been formed within the metaverse, and the possibility of problems becoming apparent is increasing.
  • It is difficult to prove that creators are "business operators," and there are conflicting issues between protecting creators' anonymity and protecting consumers.
  • One possible solution is to use "intermediary businesses," but this would be difficult to apply to anyone other than popular creators. There is also discussion about the possibility of platforms acting as sales agents.

5. Points to Note When Introducing the Metaverse to Help Solve Social Issues

With the spread of COVID-19, the adoption of the metaverse has progressed among companies and local governments, and the number of use cases that contribute to solving social issues has increased.

JR West's "Virtual Station" project example:

  • As the COVID-2022 pandemic has affected the transportation business, we launched the Virtual Station business as a new source of revenue, and have continued it since its first opening in August 8.
  • By organically linking real and virtual "stations," we are contributing to revitalizing local communities and creating a society in which everyone can thrive.
  • Points to note regarding business continuity:
  1. Follow the company's authorized business creation method: Propose business proposals from a perspective that is relevant to management issues and ensure content is easy for management to understand.
  2. Thoroughly confirm and pursue the suitability of the business for the company: Prove that your company's assets and capabilities can be utilized and pursue uniqueness that only your company can achieve.
  3. Adopt a collaborative approach with existing metaverse platforms: Reducing investment risk and utilizing existing user bases to eliminate the need to gather users from scratch.

Use of the Metaverse at the Osaka-Kansai Expo:

  • At the Osaka-Kansai Expo to be held in 2025, a large number of XR contents that combine the metaverse with cutting-edge technology will be exhibited under the theme of "Designing a Future Society Where Life Shines."
  • At the Ministry of Internal Affairs and Communications' "Beyond 5G ready Showcase," you can experience remote control of a lunar robot using VR goggles.
  • "Virtual Expo: Flying Yumeshima" has been set up, providing an opportunity to tour the pavilions beyond the constraints of time and place.
  • The pavilion "The Future of Life," produced by Professor Hiroshi Ishiguro of Osaka University, exhibits a future living space in which humans and android robots coexist, drawing attention to the changes in the relationship between humans and avatars.

6. Technological Trends in the Metaverse

Utilizing the metaverse requires advanced technology, and the use of haptics (technology that artificially generates the sense of touch) and AI is attracting particular attention.

6.1. Trends in the use of haptics

  • Current statusAlthough it has been used in specialized fields such as games, professional training, and medicine, there are still few use cases due to the need for dedicated devices, the limited types, patterns, and body parts of sensations, and the lack of reproduction precision.
  • Effects/Benefits: Improved sense of realism and immersion, reproducing and sharing the sensation of movements and actions.
  • Task:
    • VR sickness: Motion sickness-like symptoms caused by inconsistencies between sensory modalities (especially between vision and somatosensory sensation). Causes include human cognitive mechanisms, differences in accuracy between visual and somatosensory information, display timing discrepancies, and rapid content movement.
    • Lack of precision and accuracy in sensory reproductionFor full-scale use in business training etc., the intensity, precision, form and quality of the stimuli must be accurate to the real thing.
  • Correspondence policy: Clarification of human cognitive mechanisms, multi-stakeholder measures to avoid and mitigate "VR sickness," and research and development of high-definition, high-precision, general-purpose haptic devices.

6.2. Trends in AI utilization

  • Usage examples: These include automatic world and avatar generation, personalization, support for multilingual communication, detection and prevention of user fraud, conversational customer service, and advertising.
  • Task:
    • Increasing risk of personal data leaks and infringements: Multimodal data on the user's physiology, psychology, and behavior obtained by HMDs and haptic devices may increase the risk of data leakage or infringement through AI analysis.
    • Increasing risk of user misdirectionWhen the analyzed data is input to the user in an immersive and realistic environment using haptics and AI, there is a possibility that the risk of being manipulated by humans or AI based on arbitrary intent increases.
    • Lack of multi-stakeholder discussions on interoperability and governanceDiscussions are needed among various stakeholders regarding interoperability and governance when using AI developed and tuned by third parties in the metaverse.
  • Correspondence policy:
    • Research and studies on the appropriate handling of multimodal personal data.
    • Specific and empirical research on the impact of AI output in immersive environments on users.
    • Provide a forum for multi-stakeholder discussions on interoperability and governance.

Dynabook Inc.'s case study of integrating AR/MR metaverse with AI:

  • By wearing a glass-type AR/MR device, you can view the physical space while receiving AI assistance, making it possible to transcribe and translate conversations, recognize objects, summarize documents, and more.
  • For industry, it will contribute to the advancement of digital transformation, resolving labor shortages, and improving skills, but for general users, there are concerns about issues such as the credibility of information, AI addiction, inappropriate content, social acceptability, physical safety, and privacy (data acquisition and monitoring).
  • Members raised concerns about the risk that data acquisition through devices could affect not only the user but also those around them, as well as the possibility of data monopoly by dominant platform operators. They also pointed out the possibility that "filter bubbles" and "echo chambers" in the AR/MR metaverse could be brought into physical space.

6.3. Data acquisition and utilization status

  • Cluster Case Study:
    • The metaverse platform "Cluster" collects and utilizes two types of data: "action event logs" (user behavior history) and "3D space synchronous communication logs" (avatar position, posture, voice chat audio, item positions, etc.).
    • The collected data is used to develop and improve the service, detect and prevent nuisance behavior, and provide information to creators.
    • Your own age (to protect minors) and height (to ensure proper tracking of your body movements) are also collected.
  • LUIDA (large-scale VR experimental platform):
    • An online experiment platform that utilizes Cluster. Researchers design the experimental world, and users participate in the experiment and provide their consent before collecting data and answering questionnaires.
    • Guidelines for data usage: Anonymous ID management, clear disclosure of purpose of use and thorough consent acquisition, mechanism for self-selection to join/leave, and response to requests to delete data.
    • Task: The conflict between the specific explanation of the purpose of use in the Personal Information Protection Act and the purpose of the experiment, privacy concerns regarding the collection of biometric information online, and the responsibility of platform operators.
    • Challenges in acquiring data from AR/MR devices: As the information is linked to the real world, it needs to be handled with greater care. High-density data acquisition, behavioral prediction and personalization using sensitive personal data, and hyper-personalized advertising raise manipulative and ethical concerns.
    • As a countermeasure, hardware restrictions such as lighting an LED lamp to indicate that recording is in progress are being considered, but it is also recommended that a common social understanding be formed that "the real world is also in a situation where data is being collected."

6.4. Impact of Metaverse Use on People's Bodies, Emotions, Behavior, etc.

  • Positive impact:
    • Mental Health Digital TherapeuticsBiPSEE Inc. offers a depression treatment app that uses the VR metaverse, as well as communication support for children with autism spectrum disorder (ASD). The company's strengths are its approach to attention function through immersive experiences and its access to mind-body information (biometric data) through HMDs.
    • In the United States, the VR Metaverse has been approved as a medical device for rehabilitation and chronic pain relief.
  • Task:
    • Lack of awareness and understanding of the significance, safety, and risks of treatments in the medical field.
    • Issues with communication environment (delay).
    • Risk of addiction and escapism.
    • The handling of sensitive patient information and responsibility for such data is becoming increasingly complex as it is handled by a variety of stakeholders.

7. Domestic and international policies and systems regarding the metaverse

Policies and systems relating to the metaverse are being considered both domestically and internationally.

7.1. Japanese government trends

  • Ministry of Internal Affairs and Communications:
    • Symposium: "Promoting the Use of a Safe and Secure Metaverse": Held in March 2025. Discussions included efforts to ensure user safety and security, key points for business implementation, and implementation effects. The importance of handling multimodal and sensitive data, including biometric information that can be obtained from XR devices, was emphasized.
    • Creation of a "Guide to Introducing the Metaverse to Solve Social Issues"For companies and local governments considering introducing the metaverse, we have compiled points to note by phase based on the results of interviews with success stories.
    • "Demonstration project of technologies that contribute to the creation of an environment in which XR devices can be used safely and comfortably"The National Institute of Information and Communications Technology and Kyoto University have been selected to carry out a demonstration project to examine ideal ways of using XR devices that minimize the risks associated with them, such as "VR sickness" and physical strain, and maximize the benefits.
  • Ministry of Economy, Trade and Industry:
    • Japanese Industrial Standards Committee (JISC): Promote the consideration and implementation of action plans for standardization in the metaverse collaborative area.
    • "Strategic International Standardization Acceleration Project": We plan to conduct "international standardization of avatar settings in cyber-physical content such as the metaverse" and "survey of international standardization trends regarding metaverse terminology."
  • Patent Office:
    • Industrial Structure Council, Intellectual Property Subcommittee, Design System SubcommitteeConsidering the reality of business and design creation in virtual space, the government is considering revising the design system. The government is indicating a direction to make images showing the shapes of virtual objects, etc. eligible for protection.
  • Cabinet Office:
    • Cross-ministerial Strategic Innovation Promotion Program (SIP) "Establishment of fundamental technologies and rules for the expansion of the virtual economy": Aiming to return value from cyberspace to physical space, we promote technology development, standardization and rule-making, use case demonstration, human resource development, etc. This also includes ELSI (ethical, legal, and social issues) countermeasures and fostering social acceptability.
    • Establishment of the "Interverse Social Implementation Promotion Meta-Consortium": Promoting the exchange of ideas, research and development, and utilization of results through collaboration between industry, academia, and government, with the aim of developing the interverse industry and driving the global market.

7.2. Trends in other countries and regions

  • 米 国:
    • While we have not seen any legislation specific to the metaverse, we are seeing research and bill movement around immersive technologies.
    • Government Accountability Office (GAO): The report investigated the trends in the use of immersive technology in federal government agencies and identified issues such as cybersecurity, privacy compliance, and high operating costs.
    • "American Immersive Technology Leadership Act": A bill has been introduced to develop a national strategy for XR technology.
    • NIST (National Institute of Standards and Technology): Conducting a current survey of cybersecurity and privacy standards for immersive technologies, with the hope of leveraging existing risk management guidelines and tools.
  • EU:
    • European Commission "EU Strategy for Leading in Web 4.0 and Virtual Space": Presents 4 actions from four perspectives: human resources and skills, business, government, and governance.
    • EU Directorate-General for Competition: The U.S. released a "Policy Paper on Generative AI and Competition in the Virtual Space," demonstrating its intention to use antitrust laws and DMAs to ensure market fairness.
    • "Multi-Stakeholder Meeting on Web 4.0 and Virtual Space Governance": Stimulating discussion of global governance principles. Japan's "Metaverse Principles" have also received international acclaim.
    • "Virtual Worlds Toolbox": Providing online resources to help EU citizens use virtual spaces appropriately.
  • France: Formulation of a national strategy, publication of the report "Building Respect and Diversity in the Metaverse" aimed at preventing hate speech and cyber violence, establishment of a standardization committee to promote interoperability in the metaverse, and a call for immersive cultural and technological projects under the national investment plan "France 2030".
  • 英国: Online Safety Act is now applicable to the metaverse, and the Digital Regulatory Cooperation Forum (DRCF) is working to address the challenges posed by the metaverse.
  • AustraliaThe Online Safety Act 2021 has been made applicable to the metaverse, the eSafety Commissioner has published a position paper on immersive technologies and guidance on children's use of immersive technologies. Draft standards aimed specifically at keeping children safe have been published and issued.
  • Chugoku: The Ministry of Industry and Information Technology has released the "Three-Year Action Plan for the Innovative Development of the Metaverse Industry (3-2023)". The cities of Shanghai and Beijing are also working on their own action plans and projects.
  • South Korea: The world's first metaverse industry promotion law, the Virtual Convergence Industry Promotion Act, was enacted and came into force in August of the same year. The Metaverse Self-Regulation Committee was also established to formulate guidelines for transactions, intellectual property, user protection, etc.

7.3. Trends in international organizations

  • MSF (Metaverse Standards Forum): Supporting the formulation of standards for metaverse interoperability. The Japanese VRM Consortium was selected as co-chair of the working group, and cooperation is underway to standardize VRM internationally.
  • ITU-T (International Telecommunication Union Telecommunication Standardization Sector): The Focus Group on the Metaverse (FG-MV) was established and 52 outcome documents were adopted. Discussions on standardization of the metaverse are underway.
  • OECD (Organization for Economic Cooperation and Development): A focus group on immersive technology was established under the Global Forum on Technology (GFTech). Japan's "Metaverse Principles" were also mentioned in the report, and the values that are the premise for the development and use of immersive technology based on human-centered and democratic values were summarized.
  • IGF (Internet Governance Forum)Workshops and sessions were held on children's rights and safety in the metaverse, and governance of Web 4.0 and virtual worlds.
  • WEF (World Economic Forum): Announcing a new initiative, "Define and Build the Metaverse," focusing on governance and the creation of economic and societal value. Also unveiling the "Responsible Metaverse Maturity Model," providing a framework for assessing the responsible operation of metaverse platforms.

7.4. Soft Laws Related to the Metaverse Overseas

  • South Korea's "Metaverse Ethical Principles": Published by the Ministry of Science, ICT and Technology in November 2022. This non-legally binding self-regulation code sets out three aspirational values: "integrity of self," "safe experience," and "sustainable prosperity," as well as eight practical principles: authenticity, autonomy, reciprocity, respect for privacy, fairness, personal information protection, inclusiveness, and responsibility for the future.
  • EU “EU citizenship principles”Based on recommendations from the European Citizens Panel, eight values and principles for a fair and desirable virtual world have been established: freedom of choice, sustainability, human-centeredness, health, education and literacy, safety and security, transparency, and inclusiveness.
  • UAE's "Nine Self-Regulatory Principles": Proposed in the "Responsible Metaverse Self-Regulation Framework" white paper. Nine points are: interoperability for access, privacy by design and by default, sustainability by design, reciprocity, transparency for trust, fairness, equality and inclusion, commitment to diversity, accountability, safety by design and good conduct.
  • Deutsche Telekom's "Metaverse Ethical Guidelines"The initiative sets out nine guidelines across three categories - protection, security, and responsibility - to support a human-centric metaverse.
  • Meta's "Four Core Values"The four main areas of concern in building a responsible metaverse are economic opportunity, privacy, safety and fairness, and equity and inclusion.
  • GatherVerse "8 Criteria for the Metaverse"It defines eight core principles: people first, accessibility, education, equality, community development, safety & privacy, wellness, and ethics.
  • RMA "Ethical Metaverse Principles": We propose an 11-point ethical foundation for realizing a "safe and responsible metaverse."

8. Consideration of Japan's "Metaverse Principles (Version 2.0)"

The Ministry of Internal Affairs and Communications published the "Metaverse Principles (Version 2024)" in October 10, but in light of market expansion, increase in users, diversification of services, and the expansion of discussion to the AR/MR metaverse, it has made a major update to the "Metaverse Principles (Version 1.0)" in this report.

8.1. Perspectives on revising the principles

  • Changes in the situation since the "Version 1.0" was formulated
  • Expanding the scope of discussion from the VR metaverse to the AR/MR metaverse
  • Expanding the scope of discussion from communication and entertainment purposes to multipurpose purposes
  • Device Development
  • Comparison with soft law abroad

8.2. Structure of the Principles and Major Changes

The Metaverse Principles (Version 2.0) are intended to realize democratic values and are composed of two pillars: Principles for the autonomous and self-sustaining development of the metaverse and Principles for improving the reliability of the metaverse. The principles are primarily aimed at metaverse-related service providers, but are expected to be referenced by all stakeholders, including users, content creators, those involved in the development of rules, those involved in improving user literacy, and those who provide devices.

Main changes (underlined parts are additions and modifications):

  • preambleThe statement added, "As the physical and virtual worlds become more integrated than ever before, it is possible that events and values in the metaverse will affect not only the virtual world but also the physical world, potentially undermining the democratic values of both spaces." This strengthens the reference to the impact that the development of the AR/MR metaverse will have.
  • Subject of the Principles: The reference has been explicitly stated to be "the person providing the device."

Changes to the Principles for the Autonomous and Self-Sustaining Development of the Metaverse:

  • Openness and Innovation:
  • The explanation for "promoting innovation through free business development and creating a wide variety of use cases" has been updated to state, "It is expected that companies will recognize that the use of the metaverse may have both positive and negative effects on people's bodies, emotions, behavior, etc., and will strive to develop and operate the metaverse services they provide so that they contribute to improving the physical and mental health of users," making consideration of well-being clear.
  • The explanation for "Appropriate protection of intellectual property rights, etc." has been expanded to include a statement that "In addition to keeping in mind that some data obtained from users, such as technology and know-how, should be kept confidential from others for competitive reasons, etc., it is expected that companies will make efforts to inform users of the importance of proper protection of various rights, including intellectual property rights, through terms of use and community guidelines, etc., and that these documents will clearly state the rules regarding the creation and use of UGC, including whether secondary use is permitted, etc."

Changes to the Metaverse Trust Principles:

  • Transparency and accountability:
    • The explanation for "disclosure of data stored when using the service (period, content, etc.) and data used by metaverse-related service providers, and provision of information to users" has been updated to include the following: "It is expected that the management methods and management systems for acquired and stored data will also be disclosed to the extent possible."
    • A new item has been added: "Explanation of the characteristics of the metaverse to be provided," which clearly states the need for explanations that take into account the diversification of user attributes and differences in rules and contexts between different services and worlds.
    • A new item, "Measures to verify authenticity," has been added, clarifying measures to ensure the authenticity of actors within the space, such as distinguishing between AI avatars and human avatars and the need for identity verification.
    • A new item, "Measures regarding the selection and display of information to be virtually added to or deleted from physical space," has been added, and it has been clarified that issues such as the risks of "filter bubbles" and "echo chambers" and the loss of common understanding that arise from the addition and deletion of information in the AR/MR metaverse will be addressed.
    • "Measures to ensure user safety" has been added as a new item, clarifying that in cases where devices are used outdoors or where a risk of injury or accident is predicted, functional limitations and necessary measures will be implemented and these measures will be explained to users.
  • Accountability:
    • The explanation for "creating mechanisms to prevent prior disputes between users and other parties involved, and efforts to provide relief to users who suffer subsequent disadvantages" has been expanded to include the following: "Responsibility for events that occur as a result of experiential content, such as effects and events within the Metaverse service, must be clearly defined in advance between the parties involved."
  • Your Privacy:
    • The explanation for "Appropriate handling of user behavioral history" has been clarified, stating that "The behavioral history acquired should be limited to the extent necessary for use, and should only be stored for the period necessary."
    • A new item, "Consideration for the privacy of people around you who are not using the service," has been added, making it clear that users should be considerate of the privacy of people around them who are not using the service.
  • Security:
    • In the explanation of "Ensuring the security of the metaverse system (dealing with unauthorized access from outside, etc.)""Consider introducing and strengthening necessary measures, including an identity verification system at the time of registration." "Consider introducing and strengthening an authentication system at the time of login."Has been added.

9. Future Issues

The following issues are raised from the two perspectives of "realizing a safe and secure metaverse" and "further utilizing a safe and secure metaverse."

9.1. Issues related to realizing a safe and secure metaverse

  • Fostering a common understanding both domestically and internationally based on the "Metaverse Principles": To concretely promote the "Metaverse Principles", contribute to international discussions such as those at the OECD, and promote their dissemination and penetration within Japan.
  • Consideration of desirable usage: Explore measures to address negative effects such as "VR sickness" and addiction, and consider desirable ways of using VR in cooperation with other government initiatives.
  • Consideration regarding the handling of multimodal data, including biometric informationTo understand how multimodal and sensitive data obtained from XR devices can be acquired, analyzed, and utilized in a way that ensures the safety and security of users, not only from metaverse-related service providers but also from device manufacturers and business users, and to consider existing technologies that can be utilized and paths to social implementation.
  • Consideration of the selection and display of information to be virtually added or removed from the physical spaceTo discuss and consider effective measures with multiple stakeholders to address the risks of safety issues and loss of common understanding that arise from the addition and deletion of information in the AR/MR metaverse while maintaining user convenience.
  • Support for improving user literacyIn response to the difficulty of determining the veracity of information that comes with the development of AI and immersive technologies, we will hold multi-stakeholder discussions and considerations on initiatives that strike a balance between the support provided by the system and the understanding and judgment required of users (privacy by design, fool-proofing, nudges, etc.).
  • Creating a forum for multi-stakeholder discussionIn response to increasingly complex issues, it is hoped that a forum will be created where diverse stakeholders can share their knowledge and hold intensive, multifaceted discussions on the need for and direction of revising the Metaverse Principles.

9.2. Issues related to further utilization of a safe and secure metaverse

  • Disseminating and updating the "Metaverse Introduction Guide for Solving Social Issues": Publicize and disseminate the Ministry of Internal Affairs and Communications' guidelines to potential users of the metaverse, and update and enhance the content as necessary.
  • Considerations regarding ensuring interoperabilityTo comprehensively grasp, analyze, and discuss the industrial structure, including issues such as ensuring external connectivity for spatial layer providers, containing data collected from XR devices and data related to the surrounding environment, and fairness in profit distribution.

10. Conclusion: Progress in the fusion of virtual and physical spaces

This study group expanded the scope of discussion from the VR metaverse to the AR/MR metaverse, and was keenly aware that the interaction and fusion of virtual and physical spaces is becoming a reality.

  • Case study of Daimaru Matsuzakaya Department Store: "(Unofficial) Yokosuka Tour" and "Virtual Photography Exhibition" demonstrate the potential for virtual and physical spaces to interact and transform each other.
  • STYLY Case StudySpatial computing makes it possible to display various information within a space, giving rise to a new form of media known as "wearable space," suggesting the possibility of dramatically changing our lives.

With the emergence of high-performance, relatively low-cost see-through glasses, the development of the AR/MR metaverse is expected to accelerate in the future. On the other hand, the need for the VR metaverse, which is primarily intended for communication, is also expected to continue as a means of remote interaction and freedom from reality, and the spread of high-performance, low-cost HMDs will be key. The importance of continuing to follow trends in the metaverse as a whole is emphasized when researching information and communications policy.

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