Metaverse’s decline and the harsh limits of a virtual future

In 2019, Facebook CEO Mark Zuckerberg announced Facebook Horizon, a VR social experience that allows users to interact, create custom avatars, and design virtual spaces. Zuckerberg saw the platform, later renamed Horizon Worlds, as the beginning of a new era of VR social networks, with users trading face-to-face interactions for digital ones.

To show his confidence in VR, Zuckerberg rebranded Facebook Inc. as Meta Platforms Inc. in October 2021, illustrating the company’s shift toward the metaverse as a broad virtual environment intended to integrate social interaction, work, commerce, and entertainment. Building on this new vision, Meta’s ambitions expanded beyond social interaction and entertainment, with the development roadmap including virtual real estate purchases and collaboration in virtual co-working spaces.

Fast forward to 17 March 2026, and the scale of Meta’s retreat from the metaverse vision has become unmistakable. In an official update, the company said it was ‘separating’ VR from Horizon so that each platform could grow with greater focus, while also making Horizon Worlds a mobile-only experience. Under the plan, Horizon Worlds and Events would disappear from the Quest Store by 31 March 2026, several flagship worlds would no longer be available in VR, and the Horizon Worlds app itself would be removed from Quest on 15 June 2026, ending VR access to Worlds altogether.

Yet Meta soon reversed part of the decision. In an Instagram Stories Q&A, CTO Andrew Bosworth said Horizon Worlds would remain available in VR after user backlash. Even so, the greater shift remained unchanged: Horizon Worlds was no longer a flagship VR project, but a much narrower product that reflected a clear contraction of Meta’s original metaverse ambition.

As it stands, Meta’s USD 80 billion investment seems less like a gateway to a new socio-technological era and more like one of the most expensive strategic miscalculations of the 21st century. The sunsetting of Horizon Worlds was certainly not a decision made on a whim, which begs the question: Why did the metaverse fail in the first place? Does it have a future in the AI landscape, and what does its retreat say about the politics of designing the future through corporate platforms?

Metaverse’s mainstream collapse

The most obvious reason for the metaverse’s failure was that it never became a mainstream social space. Meta’s strategy rested on the belief that large numbers of people would start using immersive virtual worlds as a normal setting for interaction, entertainment, and creative activity. The shift never happened at the scale needed to sustain the company’s ambitions.

One reason was friction. VR headsets were less practical than phones, more isolating than social media, and harder to integrate into everyday routines than the platforms people already used to communicate. Entering the virtual world required extra time, extra hardware, and openness to adapt to a different social environment. Most digital habits, however, are built around speed, familiarity, and ease of access.

Meta’s own March 2026 decision makes that failure difficult to deny. A company still convinced that immersive social VR was on its way to becoming mainstream would not have moved Horizon Worlds away from Quest and towards mobile. The shift suggested that the metaverse had failed to move from technological promise to everyday social practice.

Metaverse’s failure was not just one of convenience. It also struggled because it was never presented simply as a new digital space. It was framed as a future built largely on Meta’s own terms, with access tied to the company’s hardware, platforms, rules, and wider ecosystem. Such decisions made the metaverse feel less like an open evolution of the internet and more like a tightly managed corporate environment.

The distinction mattered because Meta was not merely launching another product. It was promoting a vision of how people might one day work, socialise, shop, and create online. Yet the more expansive that vision became, the more obvious it was that the system behind it remained closed and centralised. A future digital environment is harder to embrace when a single company controls the devices, spaces, distribution, and boundaries of participation.

Meta’s handling of Horizon Worlds clearly exposed that tension. The company could remove features, reshape access, alter incentives, and redirect the platform from the top down. Such a level of control may be standard for a private platform, but it sits uneasily with claims about building the next phase of digital life. In that sense, the metaverse failed not only because people were unconvinced by VR, but because its version of the future felt too corporate, too enclosed, and too disconnected from the openness people still associate with the internet.

Metaverse’s economic contradiction

The metaverse did not fail only as a social project. It also became increasingly difficult to justify on economic grounds. Meta spent heavily on Reality Labs while generating only limited returns from those investments. In its 2025 annual filing, the company said Reality Labs had reduced overall operating profit by around USD 19.19 billion for the year, while warning that similar losses would continue into 2026.

Losses on that scale might still have been acceptable if the metaverse had shown clear signs of momentum. However, there was little evidence of mass adoption, strong retention, or a durable path to monetisation. Virtual land, digital goods, branded experiences, and immersive workspaces never developed into the economic base of a new internet layer.

Instead, the metaverse began to look less like a future growth engine and more like a costly experiment with uncertain returns. The gap between spending and payoff became harder to ignore, especially as Meta continued to frame the metaverse as a long-term strategic priority. What used to be sold as the company’s next major frontier was increasingly difficult to justify in commercial terms.

The broader strategic context also changed. Meta’s own forward-looking statements pointed to increased hiring and spending in 2026, especially in AI. In practice, this meant the company was no longer choosing between the metaverse and inactivity, but between two competing visions of the future. AI was already delivering tangible gains in product development, infrastructure, and investor confidence.

In that competition for attention and capital, the metaverse lost. Meta’s pullback was also not an isolated case. Microsoft moved away from metaverse-first ambitions as well, retiring the Immersive space (3D) view in Teams meetings, Microsoft Mesh on the web, and Mesh apps for PC and Quest in December 2025. The services were replaced by immersive events in Teams, a narrower offering built around specific workplace functions rather than a broad metaverse vision.

The wider retreat matters because it suggests the problem was not limited to Meta’s execution. Another major tech company also stepped back from standalone immersive environments and turned to more limited, use-specific tools instead. A larger pattern appeared from that shift: grand metaverse narratives gave way to practical features, embedded tools, and industry-specific uses. In that sense, the metaverse has not entirely disappeared, but it did lose its status as the next internet.

Metaverse’s afterlife in the age of AI

The metaverse’s decline does not necessarily imply a complete disappearance. What seems more likely is that parts of it will survive in altered form, detached from the sweeping vision that once surrounded it. Rather than continuing as a standalone digital world meant to transform social life, the metaverse may persist as a set of tools, features, and immersive functions folded into other technologies.

AI is likely to play a role in that transition. It can lower the cost of building virtual environments, speed up avatar creation, automate elements of interaction design, and make digital spaces more responsive. In this sense, AI may succeed where the original metaverse struggled, not by reviving the same vision, but by making parts of it more practical and easier to use.

Such a distinction is important because it shifts the focus from ideology to utility. The metaverse was once marketed as the next stage of the internet, yet its more durable applications now appear to lie in narrower settings where immersion serves a clear purpose. Training, design, simulation, and industrial planning are all contexts in which virtual environments can offer measurable value without becoming a universal social destination.

What might survive, then, is not the metaverse as it was originally imagined, but a smaller set of immersive capabilities embedded in gaming, education, industry, and workplace systems. Avatars, digital agents, simulations, and adaptive virtual spaces may all remain relevant, but as components rather than the foundation of a new social order.

The shift also helps explain the political lesson of the metaverse’s collapse. Large-scale investment, aggressive branding, and executive certainty were not enough to secure public legitimacy. Meta tried to present the metaverse as an inevitable horizon, yet users did not embrace it, markets did not reward it in proportion to the spending, and the company itself eventually narrowed the project it had once elevated into a corporate identity.

In that sense, the metaverse matters even in failure. Its retreat does not simply mark the end of an overhyped product cycle. It also reveals the limits of top-down corporate future-making, especially when private platforms try to define the direction of collective digital life before society has decided whether such a future is either desirable or necessary.

Conclusion

The metaverse failed because it asked too much of users, promised too much to investors, and concentrated too much power in a platform model that never convincingly earned public trust. Meta’s retreat from Horizon Worlds makes that failure difficult to ignore, while Microsoft’s parallel narrowing of immersive ambitions suggests the problem extended beyond one company’s misjudgement.

Immersive VR technologies are unlikely to vanish, and AI may even extend some of their useful applications. Yet the metaverse as a universal social future has largely collapsed under the combined weight of weak adoption, unsustainable economics, and an overly corporate vision of digital life. What remains is not the next internet, but a reminder that the future cannot simply be declared into existence by the companies most eager to own it.

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Ray-Ban Meta Gen 2 AI glasses expands smart eyewear line

Meta has unveiled its first prescription-optimised AI glasses, expanding its wearable line with Ray-Ban Meta Gen 2 models for everyday vision correction. The launch targets users who already rely on prescription eyewear, offering a more integrated and comfortable experience.

The range includes Blayzer Optics and Scriber Optics with adjustable hinges, nose pads, and temple tips for a better fit. Pre-orders begin at $499 in the United States via Meta and Ray-Ban platforms, with wider availability in optical retailers and select global markets from 14 April.

Alongside the hardware launch, Meta is introducing new frame and lens colour combinations across its Ray-Ban Meta and Oakley Meta collections.

Additional AI-driven features are also rolling out, including hands-free nutrition tracking, WhatsApp message summaries, and improved on-device recall capabilities designed to enhance everyday communication.

Further software updates extend functionality with discreet handwriting input, in-lens navigation across US cities, and expanded media recording tools. The company positions its AI glasses as a multifunctional platform combining vision correction, connectivity, and real-time assistance.

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Meta unveils TRIBE v2 brain modelling AI

TRIBE v2 is a next-generation AI model introduced by Meta, designed to simulate how the human brain responds to complex stimuli such as images, sounds and language. The system functions as a digital twin of neural activity, enabling high-speed and high-resolution predictions of brain responses.

Built on data from over 700 volunteers, TRIBE v2 analyses fMRI recordings to predict brain responses to media such as videos, podcasts, and text. The model improves significantly on previous approaches, offering higher accuracy and the ability to generalise across new subjects, tasks, and languages.

Meta says the system could enable brain studies without human participants in every experiment, potentially accelerating research into neurological conditions. The approach may also support future AI development by incorporating principles derived from neuroscience.

Alongside the launch, Meta has released a research paper, model code, and interactive demo under a non-commercial licence to encourage wider exploration and collaboration in neuroscience and AI research.

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Open letter targets Meta ad practices

A coalition of civil society and industry groups has urged the European Commission to enforce the Digital Markets Act more rigorously, warning that major tech firms continue to exploit compliance gaps. The appeal centres on concerns over data use and online advertising practices.

Organisations including noyb, Check My Ads, and the Irish Council for Civil Liberties argue that current models fail to offer users genuine choice. Critics say consent mechanisms tied to payment or tracking undermine the intent of the EU digital rules.

The letter against Meta calls for clearer standards, including equal options for personalised and non-personalised advertising, as well as stricter limits on design practices that influence user decisions. Campaigners also want stronger coordination between regulators to ensure consistent enforcement.

The push reflects wider frustration among European organisations, with several recent letters demanding faster action against dominant platforms. Observers warn that delayed enforcement risks weakening the credibility of the EU digital regulation.

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New Mexico wins major case against Meta

A jury has found Meta Platforms liable for misleading consumers and endangering children in a landmark case brought by the New Mexico Department of Justice. The verdict marks the first successful trial by a US state against a major tech firm over child safety concerns.

Jurors awarded civil penalties totalling 375 million dollars after finding violations of consumer protection law. The case focused on claims that platform design choices exposed young users to harmful and exploitative content.

Evidence presented in court included internal company documents and testimony suggesting awareness of risks to children. Allegations centred on failures to prevent exploitation, as well as features linked to addictive behaviour and exposure to harmful material.

Further proceedings in the US are scheduled, with authorities seeking additional penalties and mandated changes to platform safety measures. Proposed actions include stronger age verification and improved protections for minors online.

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AI agent causes internal data leak at Meta

Meta recently confirmed that an AI agent inadvertently exposed sensitive company and user data to some employees. The leak happened when an engineer followed the AI agent’s forum suggestion, exposing data for about two hours.

Meta stated that no user data was mishandled and emphasised that human errors could cause similar issues.

The incident reflects broader challenges in deploying agentic AI tools within major tech companies. Amazon faced similar issues, with internal AI tools causing outages and operational errors, showing risks of quickly integrating AI into critical workflows.

Experts describe these deployments as experimental, with companies testing AI at scale without fully assessing potential risks.

Security specialists note that AI agents lack the contextual awareness that human engineers accumulate over years of experience. Lacking long-term operational knowledge, AI can make decisions that compromise security, a factor in the Meta breach.

Analysts warn that such errors are likely to recur as AI adoption accelerates.

The episode comes amid growing attention on agentic AI’s potential to disrupt workflows, affect productivity, and introduce new vulnerabilities. Industry observers caution that AI tools must be carefully monitored and accompanied by robust safeguards to prevent future incidents.

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Horizon Worlds remains active as Meta reconsiders VR plans

Meta has reversed its earlier decision to discontinue virtual reality support for Horizon Worlds, allowing the platform to remain available on VR headsets despite previous plans to prioritise mobile and web access.

The decision follows an internal reassessment of user engagement trends, which indicate limited adoption of VR-based social platforms.

While Horizon Worlds was once positioned as central to the company’s metaverse ambitions, demand has remained relatively low, raising questions about the long-term viability of immersive social environments.

Financial pressures also continue to shape strategy.

Meta’s Reality Labs division has recorded substantial losses since 2021, reflecting high investment in virtual and augmented reality technologies without corresponding commercial returns.

Industry data further suggests declining headset sales, reinforcing uncertainty around VR as a mainstream consumer platform.

In contrast, mobile usage of Horizon Worlds is growing faster. Increasing downloads point to broader accessibility and improved product-market alignment, though revenue generation remains limited.

As a result, Meta is prioritising mobile development instead of fully abandoning VR, maintaining a dual approach while seeking more sustainable engagement models.

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Meta data processing ruled unlawful in Germany

A Berlin court has ruled that Meta unlawfully processed personal data through its Facebook platform, including information belonging to non-users. Judges found the ‘Find Friends’ feature lacked a valid legal basis for handling third-party data.

The court determined that Meta acted as a data controller and could not rely on consent, contract or legitimate interests to justify the processing. Non-users had no reasonable expectation that their data would be collected or stored.

The German judges also ruled that personalised advertising based on platform data breached GDPR rules. The processing was not considered necessary for providing a social media service and lacked a lawful basis.

However, the court accepted that sensitive personal data entered by users could be processed with explicit consent under the GDPR. The ruling is under appeal and may shape future enforcement of the EU data protection law.

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Meta to end Instagram private message encryption after May 8

The US tech giant, Meta, has announced that end-to-end encryption for private messages on Instagram will no longer be supported after 8 May.

Previously, such a technology ensured that only intended recipients could read messages, preventing even Meta from accessing their contents.

The decision follows concerns from law enforcement and child protection organisations, which argued that encrypted messages can make it harder to identify harmful content involving children.

Meta has stated that the update allows the platform to monitor messages while maintaining standard privacy safeguards.

End-to-end encryption had been the default for several messaging platforms, including WhatsApp, Messenger, and other Meta services.

The company first signalled its intent to expand encryption across Instagram and Messenger in 2019, implementing it in 2023. The plan was met with objections from organisations such as the Internet Watch Foundation and the Virtual Global Taskforce.

These groups highlighted potential risks in preventing the timely detection of harmful content, particularly child sexual abuse material.

Meta’s shift reflects a compromise between privacy, platform security, and online child safety. The company has not provided further details on changes to encryption policies beyond Instagram’s private messaging service.

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