Meta tests compromise plan in EU WhatsApp AI access dispute

European Commission officials are examining whether Meta’s policy on access to WhatsApp for AI providers may raise competition concerns in the European Economic Area.

Changes to the WhatsApp Business Solution terms are at the centre of the investigation, particularly as they affect how third-party AI providers can offer services on the platform. The Commission is assessing whether the policy could limit access for competing AI services and reduce choice for users and businesses.

Messaging platforms are becoming important distribution channels for AI-powered services. As chatbots and AI assistants become more integrated into everyday communication tools, access to widely used platforms such as WhatsApp may become an important factor in competition between providers.

Commission officials have said they will examine whether Meta’s conduct complies with the EU competition rules. Opening an investigation does not mean that the Commission has reached a conclusion or found an infringement.

The broader EU scrutiny of large digital platforms is increasingly focused on how access to infrastructure, services and user ecosystems is managed as AI tools become more widely adopted.

Why does it matter?

Competition questions are expanding into AI distribution channels. Messaging platforms can shape which AI services reach users and businesses at scale, making access rules an important part of the emerging AI market. The outcome could influence how major platforms design access policies for third-party AI providers while regulators seek to preserve competition and user choice.

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Meta gives parents deeper insight into teen algorithms

Meta has introduced new supervision features designed to give parents greater visibility into the content shaping teenagers’ experiences on Instagram.

The updated tools allow parents and guardians to view the general topics their teens engage with through Instagram’s ‘Your Algorithm’ feature, which helps shape recommendations on Reels and Explore. Meta said parents in selected markets will soon receive notifications when teens add new interests, such as basketball, photography or musicals, helping explain why recommended content may change over time.

The company said the feature remains subject to existing teen safety protections and content restrictions already applied to Teen Accounts, including limits on certain content for users aged 13 and above and enforcement of Meta’s Community Standards.

Meta has also consolidated supervision tools for Instagram, Facebook, Messenger and Meta Horizon into a single Family Centre hub. Parents can now manage supervised accounts, safety settings and invitations across multiple apps without switching between separate platforms.

Meta said the number of US teens enrolled in supervision on Instagram has more than doubled over the past year. Additional updates planned for the coming months include aggregated activity insights, such as total time spent across Meta’s apps, to give families broader visibility into teen online habits.

Why does it matter?

The update shows how major platforms are responding to pressure for greater transparency around their recommendation systems, particularly regarding teenagers. While the tools do not reveal the full logic of Instagram’s algorithm, they give parents more visibility into the interest categories shaping teen content feeds and create another layer of oversight around personalised recommendations, screen time and online safety.

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Ireland and the EU intensify DSA pressure on Meta

Coimisiún na Meán, the media regulator of Ireland, has launched two formal investigations into Meta over the design of recommender systems on Facebook and Instagram under the Digital Services Act. The investigations focus on whether users are prevented from choosing recommendation feeds that are not based on the profiling of their personal data.

Coimisiún na Meán said concerns emerged following platform supervision reviews and complaints linked to potential ‘dark patterns’ and deceptive interface designs. Regulators are examining whether users can easily access and modify non-profiled recommendation feeds as required under Article 27 of the DSA, alongside whether interface designs may improperly influence user choices under Article 25.

John Evans, Digital Services Commissioner at Coimisiún na Meán, said recommender systems can repeatedly push harmful material into user feeds, particularly affecting children and younger users. The regulator also warned that Very Large Online Platforms (VLOPs) must ensure users can exercise their rights under the DSA without manipulation or unnecessary barriers.

EU investigates Meta over under-13 access on Instagram and Facebook

At the same time, the European Commission has preliminarily found Meta in potential breach of the DSA over failures to adequately prevent children under 13 from accessing Instagram and Facebook. Regulators said Meta’s age verification and reporting systems may be ineffective, while the company’s risk assessments allegedly failed to properly address harms faced by underage users.

Why does it matter?

These investigations are critical because they could shape how the DSA is enforced across Europe, particularly in cases involving children and algorithmic recommendation systems. If regulators conclude that Meta failed to properly protect minors or used manipulative interface designs that discouraged users from choosing non-profiled feeds, the case may set a wider precedent for how large online platforms handle age assurance, user consent, privacy protections, and recommender system transparency under EU law.

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New Meta age assurance system aims to prevent underage access

Meta has expanded its use of AI to strengthen age assurance and improve enforcement of underage account policies across its platforms. The systems are designed to detect users under 13 for removal and to place suspected teens into protected Teen Account settings on Instagram and Facebook in regions including the EU, Brazil, and the US.

The technology analyses a range of signals, including profile information, user activity, and other contextual indicators, to estimate age more accurately. Automated systems are also being used to support faster and more consistent review of reports related to underage use.

Visual analysis has also become part of Meta’s broader detection approach, with the company saying its systems look for general age-related indicators rather than attempting to identify specific individuals. Reporting tools have been simplified, and AI-assisted moderation is being used to improve the speed and reliability of enforcement decisions.

Alongside these enforcement measures, Meta is increasing parental engagement through notifications and guidance to encourage more accurate age reporting and safer online behaviour. The wider effort reflects growing pressure on platforms to move beyond self-declared age checks and to build stronger systems to protect younger users.

Why does it matter?

The significance of the move lies in the fact that age assurance is becoming a core platform governance issue rather than a secondary moderation tool. Meta is trying to show that large social platforms can use AI not only to recommend or personalise content, but also to enforce minimum age rules at scale. That matters because regulators are increasingly questioning whether self-declared age data is enough to protect minors online. It also points to a broader shift in which platforms are expected to combine safety obligations, automated detection, and parental tools into a more active system of child protection.

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Meta explores agentic AI assistants

Meta is developing an advanced ‘agentic’ AI assistant designed to perform complex, multi-step tasks for consumers. The initiative reflects the company’s broader push to expand its AI capabilities beyond basic chat functions.

The planned assistant is intended to act more autonomously, helping users complete actions such as organising activities or managing digital tasks. Powered by a new internal model called Muse Spark, the assistant is still under development, and its rollout timeline depends on internal testing.

Meta’s strategy focuses on embedding these tools across its platforms, aiming to deepen user engagement and create more personalised digital experiences.

This marks a shift towards AI systems that can anticipate needs rather than simply respond to prompts. The move also signals intensifying competition among major technology companies in consumer AI.

The report highlights that Meta is positioning AI as central to its future growth, with a focus on making assistants more proactive and capable within everyday digital environments in the US.

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Meta faces EU Digital Services Act breach finding over under-13 access

The European Commission has preliminarily found Meta’s Instagram and Facebook in breach of the Digital Services Act over failures to adequately prevent children under 13 from accessing the platforms. The finding remains provisional and does not prejudge the outcome of the investigation.

According to the Commission, Meta’s existing measures do not effectively enforce its own minimum age requirement of 13. The preliminary findings say children below that age can still create accounts by entering false birth dates, while the company’s reporting tool for underage users is difficult to use and often does not result in effective follow-up.

The Commission also considers Meta’s risk assessment to be incomplete and arbitrary. It says the company failed to identify and assess the risks properly posed to children under 13 who access Instagram and Facebook, despite evidence from across the EU suggesting that a significant share of children under 13 use one or both services. This wording is best kept cautious unless you are quoting the exact percentage directly from the Commission text.

At this stage, the Commission says Meta must revise its risk assessment methodology and strengthen its measures to prevent, detect, and remove children under 13 from the platforms. It also says the company must better counter and mitigate the risks those children may face and ensure a high level of privacy, safety, and security for minors.

The preliminary findings form part of formal proceedings opened against Meta in May 2024 under the DSA. The Commission says the investigation has included analysis of Meta’s risk assessment reports, internal data and documents, and the company’s responses to requests for information, with support from civil society organisations and child protection experts across the EU.

If the Commission’s preliminary view is confirmed, it may adopt a non-compliance decision and impose a fine of up to 6% of the provider’s total worldwide annual turnover, as well as periodic penalty payments. Meta now has the opportunity to reply before any final decision is taken.

Henna Virkkunen, Executive Vice President for Tech Sovereignty, Security and Democracy, said Meta’s own terms and conditions already state that its services are not intended for children under 13, but that the company appears to be doing too little in practice to prevent them from gaining access.

Why does it matter?

The case matters because it goes to the heart of how the Digital Services Act is expected to work in practice: not only by requiring large platforms to set rules for child safety, but by obliging them to enforce those rules effectively. If the Commission’s preliminary view is confirmed, the Meta case could become an important benchmark for how the EU treats age assurance, risk assessments, and platform accountability in cases involving minors, with wider implications for other services that rely on self-declared age checks and weak reporting tools.

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Meta partners with Overview and Noon Energy to power AI data centres

Meta has announced two energy partnerships to support its AI infrastructure, teaming up with Overview Energy for space solar power and Noon Energy for ultra-long-duration storage, with up to 1 GW reserved under each agreement.

Overview Energy operates satellites in geosynchronous orbit, roughly 22,000 miles above Earth, where sunlight is constant. The satellites collect solar energy and beam it to existing ground-based solar farms as low-intensity, near-infrared light, enabling around-the-clock electricity generation without requiring additional land or grid infrastructure.

Noon Energy‘s technology relies on modular, reversible solid-oxide fuel cells and carbon-based storage, offering over 100 hours of energy storage. Meta has reserved up to 1 GW/100 GWh, with an initial 25 MW/2.5 GWh pilot demonstration expected by 2028. The company describes this as among the largest commitments to ultra-long-duration storage in the industry.

Both partnerships build on Meta’s existing energy portfolio, which includes more than 30 GW of contracted clean and renewable energy. The company is also one of the largest corporate purchasers of nuclear energy in the US, with 7.7 GW secured across agreements with Vistra, TerraPower, Oklo and Constellation Energy.

Overview Energy’s orbital demonstration is planned for 2028, with commercial delivery to the US grid potentially starting as early as 2030. Noon Energy’s demonstration project targets the same year, with its modular design allowing capacity to scale alongside Meta’s growing data centre footprint.

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Meta expands parental oversight with new AI conversation insights for teens

Meta has introduced new supervision features that allow parents to see the topics their teenagers discuss with its AI assistant across Facebook, Messenger, and Instagram.

The update provides visibility into activity over the previous seven days, grouping interactions into areas such as education, health and well-being, lifestyle, travel, and entertainment. Parents can review these themes through a new Insights tab, although they will not see the exact prompts their teen sent or Meta AI’s responses.

The feature forms part of Meta’s broader effort to strengthen safeguards for younger users as AI becomes more embedded in everyday digital experiences. For more sensitive issues, including suicide and self-harm, Meta says it is developing additional alerts to notify parents when teens try to engage in those types of conversations with its AI assistant.

Meta has also partnered with external experts, including the Cyberbullying Research Centre, to develop structured conversation prompts to help families talk about AI use. The company says these tools are intended to support informed, non-judgemental dialogue rather than passive monitoring.

Alongside these updates, Meta has created an AI Wellbeing Expert Council to provide input on the development of age-appropriate AI systems for teens. The move reflects a wider shift towards embedding safety, transparency, and parental involvement into AI-driven platforms.

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EU investigates Meta over WhatsApp AI access in major antitrust enforcement case

The European Commission has issued a supplementary charge sheet to Meta (called Supplementary Statement of Objections), outlining concerns over potential restrictions on third-party AI assistants’ access to WhatsApp.

A move that forms part of an ongoing investigation into a possible abuse of dominant market position under the EU competition rules.

The Commission’s preliminary assessment suggests that recent policy changes, including the introduction of access fees, may have effects equivalent to an earlier exclusion of competing AI services.

Something that raises concerns about barriers to entry and reduced competition in the emerging market for AI assistants.

As part of interim measures under Article 102 of the Treaty on the Functioning of the European Union, regulators are considering requiring Meta to restore access to its services under previous conditions.

Such measures aim to prevent serious and potentially irreversible harm to competition while the investigation continues.

The case has been expanded to cover the entire European Economic Area, reflecting coordination with national authorities.

These proceedings highlight increasing regulatory scrutiny of platform control over AI ecosystems and access to digital markets.

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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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