While proponents of the metaverse may suggest it be the future of remote work, until issues of user interaction, ergonomics and cybersickness are resolved, it is not likely to become a mainstream solution in the immediate future.
Metaverse is used to describe the convergence of physical and virtual space accessed through computers and enabled by immersive technologies such as virtual reality, augmented reality and mixed reality.
Remote work rose to 40% in April 2020 and fell to 18.7% as of May 2024 in Canada but collaborative work can potentially suffer in remote contexts.
Metaverse is primarily used with VR head-mounted displays and has been explored before with limited success.
Issues with VR systems can cause usability issues such as lack of finesse, physical strain, and cybersickness.
Cybersickness - visually induced motion sickness commonly observed with VR use - is believed to be caused by visual-vestibular mismatches.
Postural stability and sudden motions in VR can cause users to lose their stability, which can only be mitigated through better system design.
Until issues of user interaction, ergonomics, and cybersickness are resolved, the metaverse will not be ready to fully replace traditional office environments or provide a completely effective alternative for remote work.
While remote work in the metaverse may appeal to some, it is unlikely to become a mainstream solution anytime soon.
The metaverse supports collaboration in virtual spaces but remote work still lacks “water cooler moments”—impromptu encounters between employees that can spark innovation.