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  "documentTitle": "The Metaverse in Asia Strategies for Accelerating Economic Impact",
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      "text": "headsets and controllers is required. The adoption rate of VR headsets is expected to depend on price, ease of use, proliferation of apps, and user experience in the virtual environment.136 Early users of VR hardware have complained about the headsets being hot, uncomfortable, having subpar battery life, and being difficult to operate with eyeglasses, and it is unclear how much time per day users will be willing to wear VR headsets.",
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      "text": "Other factors. Metaverse adoption may also face country- or regional-specific challenges in the form of governing bodies' policy or regulatory objectives. In 2021, the AR/VR Policy Conference organized by The Information Technology and Innovation Foundation (ITIF), and The XR Association hosted expert talks and panels on \"explor[ing] the role of policy in AR/VR innovation and identify[ing] priority areas for policymakers to consider as these technologies continue to expand.\"140 A main takeaway from the conference was that data supervision and management—including establishing digital safety and personal privacy standards from the outset—is a key policy concern for AR/VR, given the substantial volume of information about individuals and their environment required to deliver immersive, engaging experiences.141",
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      "text": "For example, the European Union is in the process of finalizing digital competition and content moderation laws (the Digital Markets Act (DMA) and Digital Services Act (DSA)) that would require digital platforms to better support digital competition and regulate the content on their platforms to prevent the spread of harmful and/or illegal content and products. Specifically, these laws require platforms to disclose more information to their users. For example, social media platforms would need to tell users if the visibility of certain content was restricted, and e-commerce platforms would need to invest more resources into vendor identity verification to curb sales of illegal or harmful products. Notably, Human Rights Watch has pointed out that, as the DMA and DSA defer to existing EU and national laws on defining \"illegal\" content, these laws could potentially facilitate government censorship in the digital world.142",
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      "text": "Individual companies are also voicing their concerns given the increasing proliferation of AR/VR in homes and classrooms. Some have emphasized the importance of safeguarding children's physical and emotional wellbeing,",
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      "text": "Software and operating systems for VR headsets are expected to remain one of the biggest challenges influencing adoption and retention. Current users of smartphones and personal computers are used to typing information on a screen, which in VR is replaced by a 40-inch virtual floating keyboard.137 Fundamental functions such as messaging, searching, moving files are currently multistep processes that confuse even the most technically advanced users.138 Moreover, it takes time, and with a two-hour battery life limit, the VR experience can become frustrating for users unless software and operating systems quickly develop and address these challenges.139",
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      "text": "Developing a seamless user experience for the metaverse is expected to take time and is anticipated to materialize in phases, as more individual and business users adopt the technology.",
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      "text": "THE POTENTIAL GLOBAL ECONOMIC IMPACT OF THE METAVERSE",
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