Building an Inclusive and Accessible Metaverse for All

Team: Callum Parker, Soojeong Yoo, Joel Fredericks, Tram Thi Minh Tran, Mark Colley, Youngho Lee, Khanh-Duy Le, Simon Stannus, Woontack Woo, Mark Billinghurst

As immersive technologies continue to evolve, there is an urgent need to ensure that the evolving Metaverse does not replicate existing social and digital inequalities, but instead becomes a space that is accessible and inclusive for all.

This international workshop, held at CHI 2025 in Yokohama, Japan, was the third in a series focused on this challenge. Through short presentations and interactive activities, participants explored how immersive environments can be designed to support diverse forms of access and engagement, particularly for communities often excluded from technological innovation.

With the Metaverse gaining traction as a network of interconnected virtual worlds and persistent augmented experiences, its potential to transform how people interact, learn, and participate is significant. Yet, without intentional design, it risks leaving behind those on the so-called digital fringe, including people with disabilities, those in remote areas, culturally and linguistically diverse groups, LGBTQIA+ people, and socio-economically disadvantaged communities.

The workshop addressed these concerns by focusing on inclusive prototyping, accessibility evaluation, equitable access, and future-oriented design practices. Its outcomes will inform the development of a design framework for inclusive immersive environments, contributing to a more just and participatory digital future.