So you’ve heard of metaverse, and you want to. You are not alone.
Metaverse is a virtual space where consumers can interact and perform almost every activity you can imagine. Using data from our March 2022 Zeitgeist study, we’ll give you a loaddown of all the latest things you need to know about Metaverse.
The first is that young consumers will probably be the first recipients, with 42% interested in Gen Z and Millennials interested in participating, while only more than 5 Gen X and Boomers are interested in this time.
For the brand, knowing the ‘online-first’ consumers in more detail should be a priority. They are more likely to be interested in participating in a metaverse, so brands need to understand them better if they want to create virtual spaces that fit.
Brands can start preparing now and we’ve done that Spoken in the past About how they can view existing online services for inspiration. Like it Minecraft, RobolaxAnd Fortnite Commonly referred to as metaverses In their own right.
Of these, about 4 out of 10 potential metavers users have visited Minecraft 3 out of 10 used last month FortniteOther services such as Sandbox, Horizon Worlds, Second lifeAnd Robolax, Everyone attracts a healthy number of visitors. The latter is growing rapidly, especially among children, with an increase of 28% between the ages of 8-15 yearsLd gamers have been playing it since this time last year. Such services suggest that the concept of metavers will become more central to gaming culture.
In terms of content, entertainment wins – be it watching TV, live events, or playing video games – all activities that can be done in the vast online space right now.
At the same time, 1 in 4 metavers potential is only interested in exploring what it has to offer. For brands and agencies that seek to create effective meta-experiences, listeners may be intrigued by how they can be hired.
The key here is innovation. Our data shows that Metavers-Possibilities has a really wide range of activities that they want to perform. Consumers are telling brands what they want to do and it’s much more than just shopping or watching TV.
Stay away from why people want to participate, why they may not want to. Our data suggests that Metaverse is not attractive to specific customers.
Then there is privacy and security. About 1 in 4 cited privacy concerns, while 15% said they would feel insecure on Metaverse. Controlling social media is already a major concern for governments and brands, Let Metavers alone. If brands want people to use these services, they need to make sure they feel safe doing so.
In the meantime, here are the key takeaways to focus on:
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Younger listeners will be the primary recipients. General Z and Millennials have a better idea of ​​what a metaver is and are more likely to be interested in using it. At the same time, do not exclude older customers.
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For some, Metaverse is a dream come true. With the right tools, it can be the perfect refuge for people to express themselves. This means offering customizable avatars and niche activities.
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It’s not just a shopping mall. While there are plenty of consumers who are looking forward to shopping at Metaverse, many more are looking forward to socializing, playing and even working in this place.
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Examples of metaverse have been around for a long time Fortnite. Like it Second Life, Runscape, And World of Warcraft There is a rich history filled with community-led events that can work in this space.
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Brands can be a source of partnership Now. Find resonant partners with your brand and list them to help build your space when the time comes.
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It must be safe, but interesting. The root cause of human disinterest in metavers is simple; The idea is not appealing to them. Developers need to think about how diverse the Internet is and ensure that Metaverse is equally rich.
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