The internet changed our lives forever. Now, we want more.
What do we want from the metaverse?
11-18-22 | meta
Consider the greatest technology advances of the past decade. They’ve changed our lives and society in unprecedented ways. But almost as quickly as they were introduced, we have forgotten we ever lived without them. In a world of persistent change, one constant is that innovations we once praised eventually become sources of tension.
Enter the metaverse: a dynamic response to many of those tensions. There are still questions, and as some are answered, new ones will arise. The way to prepare for the next chapter of the internet, then, is not to look for answers to those questions, but rather to focus on the tension points underpinning innovation in the first place. New research highlights the areas of friction driving demand for the metaverse by identifying signals from early tech adopters. See how a new, immersive online universe may help meet people’s changing needs—and expand the possibilities of what it means to live a digital life.
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As consumers continue to shift towards social commerce, digital currencies, and new perceptions of ownership,
. In the metaverse, shoppers will visit immersive digital
dressing rooms and showrooms, buy both physical and digital products, and receive recommendations that help them discover more of what they want.
Shopping
Content
Relationships
& Community
Education & Work
Shopping
Social media sparked a revolution in user-generated content.
Content
Building relationships and community online can be difficult or less engaging without in-person contact.
Relationships
& Community
While remote work and school has been lauded for its inclusivity and accessibility,
it exposed how lack of spontaneity and limitations of digital collaboration tools can lead to boredom, inattention, and transactional and impersonal relationships. Augmented and virtual reality will transport students and employees into
Education
& Work
they are
leaning towards innovative ways to transact, shop, and own
more
interactive, collaborative environments.
Augmented, virtual, and mixed-reality technology promises to broaden and deepen virtual communities,
hungry for more immersive and authentic digital experiences from people and
Now, people are
brands.
The metaverse will open the doors to new content experiences, deliver an even greater ability to co-create, and make discovery of that content even easier, ushering in a new creative renaissance.
Meta-commissioned study by GWI of n=5,500 Early Adopters and n=5,500 Non-Early Adopters in US, CA, MX, BR, UK, DE, FR, IN, KR, JP, ZA, Aug 2022
allowing us to become more authentic and truer versions of ourselves while fostering more engaging community experiences and interactions with one another.
Early adopters refers to people who are defined as Innovators and Early Adopters on the Technology Lifecycle Adoption framework.
Non-early adopters refer to people who are defined as Early Majority, Late Majority, and Laggards.
Early adopters refers to people who are defined as Innovators and Early Adopters on the Technology Lifecycle Adoption framework.
Non-early adopters refer to people who are defined as Early Majority, Late Majority, and Laggards
Early adopters refers to people who are defined as Innovators and Early Adopters on the Technology Lifecycle Adoption framework.
Non-early adopters refer to people who are defined as Early Majority, Late Majority, and Laggards.
Early adopters refers to people who are defined as Innovators and Early Adopters on the Technology Lifecycle Adoption framework.
Non-early adopters refer to people who are defined as Early Majority, Late Majority, and Laggards.
