Mobile and tablets are the top gaming devices for teen and young adult players,
and first-person shooter and other battle games are the most popular games.
Most students already have experience with virtual learning environments, and the metaverse will likely refine, improve, and expand education applications.
Teens and young adults spend about the same amount of time in games that feature user-generated content, and roughly 50% expect to spend more time with these games in the coming year.
Teens spend about 20% more time in augmented reality (AR) and virtual reality (VR) games, compared with young adults. Just over half of teen players expect to spend more time in AR/VR games in the coming year.
Sports & e-sports
44% of teen players expect their e-sports consumption to increase over the next year, compared with one-third of young adult players.
Many employers have already shifted to hybrid work models, enabling employees to work both in the office and from home. The metaverse could enable remote workers without losing the benefits of in-person collaboration and office culture.
The metaverse and web3 will allow labels and publishers to find new and immersive ways to engage fans through more direct interaction with artists and digital ownership of new types of assets.
Teens spend 32% more time playing games socially with friends, family, and strangers, compared with young adults.
Sports and E-sports
52% of Gen Z gamers would rather meet their favorite professional e-sports player than their favorite traditional pro athlete.
56% of teen gamers like pay-to-win features in games, slightly more than the 49% of young adults who support pay-to-win.
Connected live experience
The metaverse will build on and strengthen engagement with nonvirtual hobbies
(e.g., create a place to socialize with other enthusiasts or learn new skills).
Movies & TV
Teen players spend 40% more time on videogames than any other form of media (gamers and nongamers combined).
Movies & TV
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