The report further emphasized that although the game market is still at the forefront of Metaverse, it is clear that the index of Metaverse customers as players is too high. While play-to-earn (P2E) games are one of the leading experiences, consumers are increasingly looking for shopping, entertainment, networking and dating in the virtual world.
Statistics show that one fifth of Metaverse customers have participated in virtual live events such as concerts and film shows, 10% of them prefer Metaverse in real life, dating in real life, and 20% of them say they spend most of their time In exercising, shopping, reading and working. However, the data also shows that Metaworld players spend 1.5 hours more per week than other Metaverse customers.
The recommendations come from two studies released this week by McKinsey - one, "Exploring Reality and Myth in Virtual Worlds," and a second project aimed at debunking six popular myths about virtual worlds, "Value Creation in Virtual Worlds," an attempt at Concentrate on grasping the past, present, future and business opportunities in Metaverse.
The first study surveyed 1,000 Americans between the ages of 13 and 70 and interviewed subject matter experts and enablers to get a handle on the mindsets surrounding the imaginary world. In the second survey, 3,104 participants from 11 countries/regions polled C-level executives from 448 companies in 15 industries and 10 countries/regions. These investments were made earlier this year.
