Where the world of Metaverse becomes Real

McKinsey’s survey: Metaverse is not a myth for consumers

Over 1,000 Americans between the ages of 13 and 70 were asked question in a survey by McKinsey & Company regarding their opinions of the metaverse with the following findings: 1. Consumers are aware of the metaverse as 55% have heard of metaverse platforms like Roblox, Fortnite, or Decentraland. 30% are engaged in metaverse gaming and 47% vividly portrayed the metaverse.

2. The metaverse will either be a passing trend or the future, according to naysayers. The majority of consumers anticipate that, in the future, the metaverse will be a part of their daily lives. 20% claim that they will spend more time on virtual activities and 10% have previously experimented with metaverse dating or augmented reality (AR).

3. The Metaverse is not only for gaming, as consumers seem interested in virtual activities. Video games are played only 1.5 hours a week by those who are conversant with the metaverse.

4. The desire to benefit from the metaverse is not exclusive to Gen Z. Interestingly, over half of baby boomers are aware of the metaverse, closely followed by Gen Z and Gen X.

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