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June2022
ConsumerPackagedGoodsandRetailPractices
Probingrealityandmythinthemetaverse
Despitesomeskepticism,ourrecentinsightsshowthatAmericansofallagesarereadytoembracethemetaverse.
byCaraAiello,JiameiBai,JenniferSchmidt,andYuriiVilchynskyi
?BlackSalmon/GettyImages
2Probingrealityandmythinthemetaverse
Themetaverse—likemanyinnovations—isshroudedinmysticismandskepticism.Proponentsbelievethatthemetaversewillberevolutionaryandfullytransformthewaywework,shop,socialize,andplay.Othersaremoreskepticalandseeahype-fueledfadthatappealstogamersandcelebrities.
WewerecurioustolearnwhattypicalAmericanconsumersthinkandhowtheirviewscouldshapehowbrandsmayventureintothisnewspace.Tofindout,wequeriedover1,000consumersaged13to70,aswellasspokedirectlytoadvocatesandearlyadopters,tounderstandcurrentsentimentaboutthemetaverse.
Whatwefoundsurprisedus.Amajorityofconsumersknowandengagewithsomeformofthemetaverse,andmanyexpectittobecomeasignificantpartoftheirlives.Infact,wedebunkedsixmythsaboutthemetaverseandnowseethatconsumersacrossagecohortswillshapeitspurposeandprosperity.
Myth#1:Nooneknowswhatthemetaverseis
Inrecentmonths,ithasbecomeclearthatthereisnosingledefinitionofthemetaverse.Well-knownexpertsrefertoitas“theinternetofthefuture”or
pointtoimmersivedevicestodemonstratevariousplatformsanduserexperiences.
Wewantedtoseeifthesameheldtrueforconsumers.Theywerealsounabletogiveaprecisedefinition,buttheywerefamiliarenoughwiththemetaversetobeabletodescribeit.Whenitcametoawareness,55percentofoursurveyrespondentssaidtheyhadheardofatleastoneexistingmetaverseplatform,suchasRoblox,Fortnite,orDecentraland.Interestingly,nearly30percentsaidtheyhadusedorplayedatleastonemetaversegame.
Toprobedeeper,wespoketoearlyadopters
whohadrecentexperiencesusingoneormoremetaverseplatforms.Three-quartersofthisgroupcoulddefinethemetaverseinfairlyaccurateterms(Exhibit1):
—Forty-sevenpercentdescribedthemetaverse
withvibrantclarity,usingtermssuchas“immersive,”“interactive,”ora“scalednetwork.”
Oneofthemostarticulatedescriptionscame
fromateenagerwhodescribedthemetaverseas“ascaledandinteroperablenetworkofreal-time,
3-Dvirtualworlds.”
—Nearlyone-thirdofearlyadoptershadabasic
understandingofthemetaverseas“adigital
Exhibit1
Three-quartersofmetaverseearlyadopterscandefinethemetaverseinfairlyaccurateterms.
USconsumerunderstandingofthemetaverse,1shareofrespondents2
19%4%30%47%
havenoclearassociate
understandingmetaversewiththecompany
Meta/Facebook
knowofthe
metaverseasa
virtualworld
candescribethemetaverse
withoneormultipledeining
characteristicsbasedon
theirexperiences
1Question:Howwouldyoudeinemetaverseinyourownwords?
2Digitalfocusgroupofearlyadopterswhohadrecentexperiencesusingoneormoremetaverseplatforms.
Source:McKinseyVirtualWorldAdoptersandConsumersSurvey(Feb2022)
Probingrealityandmythinthemetaverse3
Millennials
worldbeyondanythingapersoncanimagine”butlackedaclearviewofhowitworks.
—Theremainingearlyadoptersofthemetaverse
couldn’tactuallydescribeitclearlyintheirownwords,despitebeingauserorplayerinoneofthedigitalworlds.Fourpercentassociated“metaverse”withthenewnameofFacebook’sparentcompany,Meta,whileanadditional19percenthadsimplynoclearunderstanding.
Myth#2:Themetaverseisafad
Attheheartofmanydebatesiswhetherthemetaverseisafadorthefuture.Evenamongthosewhoarefluentinthemetaverse,thereareskepticswhobelieveitwillbefleeting.ReidHoffman,thefounderofLinkedInandaventurecapitalist,recentlysaidinaYahoo!Financepodcast,“Idon’tseethesignsyetthattellmethatthemetaverseisgoingtohappen.”LVMH’schiefexecutive,BernardArnault,alsoproclaimedthatheiscautiousofthemetaverse“bubble.”
Again,wewonderedwhatconsumersthinkandhowtheyact,andwefoundthatthetransitionfromonlinetoimmersivetometaverseisalready
happening.Tostart,morethan20percentofthepopulation,onanetbasis,1saytheywillspendmoretimeonlineexercising,working,reading,andshoppinginthefuture.Furthermore,people’sinterestinimmersivedigitalactivitiesandexperiencesisgrowing.Infact,roughly10percentofthepopulationhasalreadytriedaugmentedreality(AR)ormetaversedating,andamajorityenjoyeditmorethanthereal-lifealternative.
Moreover,consumerstoldusthattheyexpectthemetaversetobeasignificantpartoftheireverydaylives,spendingfourhoursadayinthemetaversewithinthenextfiveyears.GenerationZandmillennialsexpecttospendclosetofivehoursperday,butoldergenerationsalsoexpecttospendseveralhoursinthemetaverseeachday(Exhibit2).Thisexpectedshiftisdrivenbyadesireforgreaterconvenience,connectivity,andentertainment.Alongwithrecentfanfareandstrongmedium-terminterestfromconsumers,webelievethatthemetaverseisthefuture,notafad.
Myth#3:Themetaverseisforgamers
Today,whenpeopletalkaboutthemetaverse,theyoftendescribegamingplatformslikeRoblox,Minecraft,andAnimalCrossingas
Exhibit2
USconsumersexpecttospendalmostfourhoursperdayinthemetaverseinfiveyears.
Expectationsoftimespentinmetaversein5years,bygeneration,1hoursperday
GenZ
4.7
4.7
GenX
3.6
Babyboomers
1.8
Average
~3.7
1Question:In5years,approximatelyhowmanyhoursperdaydoyouthinkyou’llspendinthemetaverseonanaverageday?
Source:McKinseyMetaverseConsumerSurvey(Feb2022)
1Calculatedasthedifferencebetweenpercentexpectinganincreaseandthoseexpectingadecreaseintimespent.
4Probingrealityandmythinthemetaverse
examples.Thegamingindustryisattheforefrontofthemetaverse,soitisnosurprisethatmetaverseuserstodaydooverindexasgamers.Thosefamiliarwiththemetaversespend1.5morehoursperweekplayingvideogamescomparedwiththosewhoareunfamiliarwiththemetaverse.
Whilegamingremainsoneoftheleadingexperiences,consumersareincreasinglylookingforentertainmentandshoppinginthevirtualworld.Oneinfivemetaverseusershasattendedvirtualliveeventssuchasconcertsandfilmfestivals.
Wealsoaskedconsumerswhatimmersivedigitalactivitiesmightbeofinteresttotheminthefuture.Fortypercentsaidtheywereinterestedinplayingsocialgameswithothersinvirtualreality
(VR)orAR—thisrankedninthonalistoffutureactivities(Exhibit3).Morepopularinterestsincludeimmersiveshopping,booking,learning,traveling,andsocializing.Ouranalysisalsoshowsthatapproximatelyoneinfourconsumerswillbemetaverse“superusers”wholeveragevirtualworldsforavarietyofpurposes.
Myth#4:Themetaverseisgearedto
GenZ
GenerationZisenthusiasticaboutthemetaverse;oneexampleisthattwo-thirdsofRoblox’s50milliondailyusersareundertheageof16.LuxuryandmainstreambrandslikeGucciandVansarerampinguptheirmetaversestrategywithafocusonattractingyoungerconsumers.Bothbrandsare
Exhibit3
FutureUSconsumerinterestinthemetaversespansarangeofotherdigitalactivities.
Interestinimmersivedigitalactivityorexperienceinthenext5years,1%ofrespondents
48Shopping 47Attendingatelehealthappointment 46Attendingalivelearningcourse 46Travelingtootherplacesinavirtualworld 45Meetingwithfriendsorfamily 43Learninganddevelopment 43Attendingaliveevent 40Receivingliveorautomatedcustomersupport 40Playingsocialgames 38Exercising 37Attendingaworkconference 35Collaboratingwithothersinadigitalorhybridenvironment 32Usingdigitalpaymentstopurchasephysicalorvirtualgoods 28Goingonadate
1Question:Howinterestedareyouinparticipatinginthefollowingimmersivedigitalactivitiesorexperiencesinthenext5years?Percentofrespondentswhoare“veryinterested”or“somewhatinterested”areshown.
Source:McKinseyMetaverseConsumerSurvey(Feb2022)
Probingrealityandmythinthemetaverse5
experimentingonmultipleplatformstodeterminewhereandhowtorecruitlifetimecustomers.
WhatweseeisthatGenZisnottheonlygenerationthatwantstotakeadvantageofthemetaverse.
Ourresearchshowsbroadawarenessandinterestinthemetaverseacrossawideagerange.Infact,millennialsshowedthegreatestawarenessofthemetaverse,withtwo-thirdssayingtheyhadpreviouslyheardofitandhalfexpressingexcitementaboutit.GenZandGenXtrailcloselybehind,andsurprisingly,nearlyhalfofbabyboomersareawareofthemetaverse(Exhibit4).
Whenwedigintowhysomeconsumersare
moredriventhanotherstoparticipateinthemetaverse,weseesomedifferencesingenerational
motivations,withyoungerconsumerssayingthatitreinforcestheirsenseofself-identificationandindividuality.Whenitcomestobeingonline,46percentofourGenZsurveyrespondentsand55percentofmillennialsseetheirvirtualidentityasanextensionofthemselvesinthephysicalworld.Abouthalfofbothgroupsbelievefriendshipsformedonlinecanbeasstrongasfriendshipsformedinreallife.Forty-onepercentofGenZand37percentofmillennialsbelieveitiseasiertobethemselvesonlinethaninreallife.
Myth#5:Youcan’tmakemoneyinthemetaverse
Althoughmanybrandshaveexperimentedwiththemetaverse,ithasbeenchallengingtogetdata
Exhibit4
InterestandexcitementaboutthemetaverseishighestamongGenZandmillennials,whohavethestrongestdigitalidentitiesandpersonalbeliefs.
Metaverseawareness,excitement,andpersonalbeliefs,bygeneration,%ofrespondents
GenZMillennialsGenXBabyboomers
Awareness1Excitement2Personalbeliefs3
70
60
50
40
30
20
10
0
70
60
50
40
30
20
10
0
FriendshipsIhavealotofItiseasiertobeWhoIamonline
formedonlinecanfriendsonlinemyselfonlineisanextensionof
beasstrongasthatIhaveneverthaninreallifemyselfinthereal
thoseinreallifemetinpersonworld
1Question:Themetaverseisadigitalworldthatallowspeopletointeractwitheachotherindigitalspaces.Beforetakingthissurvey,hadyouheardofthemetaverse?
2Question:Basedonwhatyoucurrentlyknow,howexcitedareyouforwhatthefutureofthemetaverselookslike?
3Question:Pleaseindicatehowstronglyyouagreeordisagreewitheachofthefollowingstatements.Percentofrespondentswho“agree”or“stronglyagree”areshown.
Source:McKinseyMetaverseConsumerSurvey(Feb2022)
6Probingrealityandmythinthemetaverse
38
28
22
20
20
17
15
14
15
15
12
11
10
8
4
4
onthereturnoninvestment.Somecompaniesaredivingin,andmanyarestilldebatingwhetherthereisapayoffininvestinginthemetaverse.
Ourconsumerresearchsuggeststhatcommercialvalueisalreadyscatteredacrossdifferentdigitalproductsandservicesforcompaniestocapture.Consumers,onaverage,spend$219annuallyondigitalassets,ofwhichmorethan30percentisonmetaverse-relatedassetssuchasin-gamepurchases,virtualenhancementsandrealestate,andnonfungibletokens(NFTs).Consumersexpecttheirspendonmetaverse-relateddigitalassetstoincreaseinthenextfiveyears,with11percent
Myth#6:Thespeedoftechnologywillsetthepaceforadoption
Manypeoplebelievethatthebroadadoptionof
themetaverseishinderedbecausetechnologyisnotkeepingpace.Thereremainslowpenetrationofimmersivedevicesamongconsumers,andthereareinfrastructurebarriersinthewayofatrulyscaled,immersivemetaversefuture.AtDecentraland’sMetaverseFashionWeekinMarch,manypeoplecomplainedofglitches,crashes,andclunkygraphics.2Closetoone-thirdofmetaverseusersseetechnologyasseverelylimitingtheirdreamexperience.
lookingtospendmoreonin-gamepurchases
Itistruethatdeviceswith3-Dimmersive
(Exhibit5).
Wealsoexpectspendinghabitsinthemetaversetoshiftovertime,asGenZgetsolderandgainsmoreearningpower.Currently,millennialsarethehighestspendersonmetaverse-relateddigitalassets,with$151onaveragespentinthepastyear.OurGenZrespondents’spendingshowsasplit:overall,theyspend$47peryear,butolder,employedGenZconsumersspend$107onaverageonmetaverse-relatedassets.
experienceshavelowpenetrationtoday.VRisthemostaccessibletechnologyatjust20percentpenetration,yettheadoptioncurvetodatefollowsthetrajectoryofothertechnologiesthatbecamewidelyavailableovertime.Penetrationforrecentbreakthroughssuchassmartphones,tablets,andsocialmediagrewfrom20percentto50percentinonlyahandfulofyears.Lowercost,increasingcontent,andimprovedusabilityaredrivingadoption(Exhibit6).TheaveragepriceofaVRheadsetdroppedfrom$500in2016to$300in2021.Oculus
Exhibit5
USconsumerspendingondigitalproductsandassetsisexpectedtogrowinthecomingyears.
Averagespendondigitalproductstoday,1
$inpast12months(100%=$219)
Consumersexpectingincreaseinannualspendingondigitalproductsin5years,2%oftotal
Regulardigitalproductsorassets
Metaversedigitalproductsorassets
45
Videogames
Digitalmovie/MobileTVrentalsapps
Books
Audio
content
In-gamepurchase
Virtual
cosmetics
NFT3
Virtual
realestate
16
1Question:Approximatelyhowmuchmoneyhaveyoupersonallyspentonthefollowingdigitalproducts/servicesinthepast12months?
2Question:Howdoyouexpecttheamountofmoneyyouspendonthefollowingdigitalproducts/servicestochangeinthenext5years?3Nonfungibletoken.
Source:McKinseyMetaverseConsumerSurvey(Feb2022,n=1,011)
Probingrealityandmythinthemetaverse7
Exhibit6
100
80
60
Device
penetration,
%of
population
40
20
0
Quest2supportsmorethan200gamestoday,doublingthenumberfromfiveyearsago.
Suchgrowingconsumerdemandismotivatingfurtherinvestmentbytechnologycompanies.AppleboughtVRcompanyNextVRin2020andplanstolaunchitsfirstVR/ARheadsetin2022.Consumersareaskingforbetterusabilityandareinspiringtechcompaniestoinnovateandcreatearacebetweendeviceandplatformcompaniestolevelupthemetaverse.
Ouranalysisofexistingplatformsindicatesthatthereisahighcorrelationbetweenusersexpectingarealisticexperienceandfrequencyofuse.Thatpushescompaniestobuildmoreimmersiveexperiences.
Finally,consumerexpectationsregardingdatawillchallengecompaniestodevelopcreativesolutions.Sixty-twopercentofconsumersexpectfullcontrolovertheirdata,butnearlyhalfwillgivethatupforapersonalizedinternetexperienceanddeviceinterconnectivity(forexample,PC,mobile,console).
Devicesenablingimmersiveexperiencesinthemetaversehavelowtoday,buttheyarefollowingmainstreamdeviceadoptioncurves.
Devicepenetrationbyincome1
game
console
Smart-homesecurity
Smart-homeappliances
Virtual-reality(VR)device
Wearabletech
Augmented-realitydevice
3-Dprinter
Laptop
Smart-homehub
SmartTV
Streamingdigital-mediadeviceDesktop
Hapticdevice
Smartphone
Video
Tablet
NFC2tags
25303540455055
Incomepenetration,3%ofhigh-incomepeopleowningthedevice
1Question:Haveyoupersonallyeverpurchasedanyofthefollowingdevices?
2Near-fieldcommunicationtags.
3Income>$100,000.
Source:McKinseyMetaverseConsumerSurvey(Feb2022)
penetration
Devicesenabling
immersive
metaverse
experiences
Mainstream
device
adoption
curve
2IsabelCameron,“MetaverseFashionWeek:Thegood,thebadandtheglitches,”Charged,April8,2022;LukeLeitch,“Glitches,glamour,andgraphicscards:NotesfromDecentraland’sfirstMetaverseFashionWeek,”Vogue,March29,2022.
8
Implicationsforbrandsenteringthemetaverse
Ourresearchshowsthatconsumersareexcitedaboutbrandsenteringthemetaverse.Two-thirdsofrespondentsindicatetheywouldbeexcitedtoengageinadigitalexperiencewiththeirfavoritebrands.Overhalfofpeoplewhoattendvirtuallifestyleandluxuryeventsreportapositiveshiftinbrandperception.
Itisclearthatweareonlyatthebeginningofthemetaverseasweknowittoday.Asexperimentation
broadens,therewillbeanexplosionofcreative,commerciallyviableideasthatwilltransformthewaywework,play,connect,andengage.Brandswillneedtodefinetheirmetaversestrategy—andthedecisiononwhichpathtotakewilldependonwhattheybelieveaboutadoption,opportunity,andinvestmentrequired(Exhibit7).
Onethingiscertain:whatevershapethemetaversewilltake,consumerswillbethedrivingforcebehindtheevoluti
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