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A study from McKinsey concludes that while many brands are investing in creating immersive, digital-only metaverse experiences, consumers are seeking real-world applicability.
“For all the rhetoric around letting consumers ‘express themselves’ through avatars in the metaverse, it’s not a major reason consumers want to engage virtually,” McKinsey wrote in the study. “Avatars are primarily viewed as interesting if their use improves product purchasing or experimentation in the real world — or if it’s entertaining in the moment.”
For example, according to a McKinsey survey, in the fashion and beauty category as well as the home category, consumers with some knowledge of the metaverse ranked virtual events and virtual homes in the bottom two use cases. The top use cases were virtual try-ons in fashion and beauty and open houses and product demos in home.
In fitness, the top-ranked metaverse use cases were group workout classes and cycling or running through different locations, while virtual events and digital sports memorabilia ranked low.
Earlier this year, Accenture completed an extensive survey exploring the metaverse and found that while gaming is still a big draw (59% of consumers look forward to playing games in the metaverse), only 4% see the metaverse as solely about gaming. Accenture wrote, “As one U.S. consumer expressed it, ‘I wish that the metaverse could solve how we do our day-to-day tasks, like paying bills, learning how to cook meals or accessing mental-health professionals.’”
Sitecore also concluded a survey last August where they asked U.S. consumers what experiences they’d use the metaverse for. They found the top five to be virtually attending an event, concert, or festival, cited by 43%; engaging in thrill-seeking adventures, 40%; touring a home when looking to buy or rent a property, 37%; trying on shoes, clothes, or makeup before purchasing, 37%.; and engaging in activities that they’d like to keep confidential, 34%.
Gartner expects that “by 2026, 25% of people will spend at least one hour a day in a metaverse for work, shopping, education, social media and/or entertainment.” However, the consultancy urged caution with investments for businesses because it doesn’t expect metaverse technologies to be fully mature before 2030.
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