Young people spend up to 5 hours a day in the Metaverse, says World Economic Forum

Some generations of society may spend more time in the Metaverse, World Economic Forum (WEF) Found last weekciting a new McKinsey study.

1,000 consumers between the ages of 13 and 70 were surveyed for their opinions on how much time they expect to spend on various devices, including smartphones, laptops, and augmented reality (XR) devices.

According to the findings, Generation X, Z, and millennial consumers are expected to spend approximately four to five hours per day in the Metaverse within five years, compared to the five hours of television time consumers spent in the Nielsen study.

McKinsey added that immersive shopping, telehealth, education, travel and social media will play an important role in the metaverse activity over the next five years, adding that mass adoption is currently less due to limited immersive hardware options.

The report also found that several devices coming from Meta Platforms and Pico Interactive will expand access to virtual reality (VR), while Meta, Google and others [Snap] It aims to produce affordable smart Augmented Reality (AR) glasses.

Despite this, most people remained unfamiliar with headphones, immersive devices and technologies, which need to be addressed in the future.

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And speaking also of the mass adoption of immersive technologies, Jared Ficklin, Chief Creative Officer at ArgodesignHe said in a statement,

“[Current AR smart glasses] Gives you an Android phone-like metaphor to your face. So the rectangles are floating in space. This is not enough to [mainstream smart glasses] Adoption will happen

He added that operating systems had been forced to simplify to allow for greater adoption by general consumers, as people could use computers “on average, six to eight hours a day”.

He concluded that new technologies in spatial mapping would improve mass adoption of the Metaverse.

He said,

“We need to take the way we, as humans, think about geography in terms of mapping and creating the computer metaphor. [We will use] The language of landscapes, layers, and objects

This news comes as the World Economic Forum begins analyzing the future of the Metaverse after a major panel discussion, which revealed positive developments And the roles of emerging technologies such as cryptocurrencies, non-fungible tokens (NFTs), decentralized autonomous organizations (DAOs), and blockchain, among others, adding the Metaverse “were already there.”

The panel found that such technologies would dramatically change processes in the workplace, specifically through Web3 and DAO technologies that could build digital economies for enterprises and consumers.

In the United Kingdom, Bazaarvoice conducted a recent survey have found British residents surveyed were excited about shopping in VR, Metaverse and AR by 38 percent, 26 percent and 22 percent, respectively, with 48 percent hoping to gain hands-on experience with immersive technology in physical stores.



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