I recently got this question from one of my connections Mr. O. and I am sure that Mr. O will recognize himself 😊
“Will the B2B metaverse increase the number of escapists (#workers who escape reality)?”
By searching, I found this definition of an escapist: someone who doesn’t live in the real world, but dreams, wishes, and fantasizes instead. If you’re an escapist, you might avoid thinking about unpleasant things by playing video games for hours. Some escapists can withdraw into their own heads, distracting themselves with daydreams.
From this definition, we can understand the reasons behind this question particularly the relation between Metaverse and video gaming! I guess many people think also that problems like the problem of workplace procrastination, or the risk that workers lose reality and miss results by spending a lot of time in virtual as well as the loneliness and even alienation risks, will increase with the metaverse as metaverse will increase the virtual part of the work time. Even if we don’t have enough data to give a clear picture, I guess this is a very limited view of the worker life: a worker has a family, a social life and other activities participating to his well-being, balance, and efficiency.
Therefore, we need to mitigate those risks with less time spent on the road means more time with family and friends, less time in the coffee machine means more effective time in working, less money spending by companies and employees to execute work tasks means decreasing the financial pressure and stress and this leads to better life.
I think it is a mistake to reduce a worker life to his/her job and not to think about the other aspects and benefits of having tools like the B2B metaverse to help them to have a balanced personal and professional life. The B2B Metaverse is the tool to increase productivity when decreasing overall time and costs for execution.
Hanene Maupas, CEO, Mext B2B Metaverse