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Consumer Packaged Goods and Retail Practices

Probing reality and


myth in the metaverse
Despite some skepticism, our recent insights show that Americans of
all ages are ready to embrace the metaverse.

by Cara Aiello, Jiamei Bai, Jennifer Schmidt, and Yurii Vilchynskyi

© BlackSalmon/Getty Images

June 2022
The metaverse—like many innovations—is point to immersive devices to demonstrate various
shrouded in mysticism and skepticism. Proponents platforms and user experiences.
believe that the metaverse will be revolutionary and
fully transform the way we work, shop, socialize, and We wanted to see if the same held true for
play. Others are more skeptical and see a hype- consumers. They were also unable to give a
fueled fad that appeals to gamers and celebrities. precise definition, but they were familiar enough
with the metaverse to be able to describe it. When
We were curious to learn what typical American it came to awareness, 55 percent of our survey
consumers think and how their views could shape respondents said they had heard of at least one
how brands may venture into this new space. To find existing metaverse platform, such as Roblox,
out, we queried over 1,000 consumers aged 13 to Fortnite, or Decentraland. Interestingly, nearly
70, as well as spoke directly to advocates and early 30 percent said they had used or played at least
adopters, to understand current sentiment about one metaverse game.
the metaverse.
To probe deeper, we spoke to early adopters
What we found surprised us. A majority of who had recent experiences using one or more
consumers know and engage with some form of metaverse platforms. Three-quarters of this group
the metaverse, and many expect it to become a could define the metaverse in fairly accurate terms
significant part of their lives. In fact, we debunked (Exhibit 1):
six myths about the metaverse and now see that
consumers across age cohorts will shape its — Forty-seven percent described the metaverse
purpose and prosperity. with vibrant clarity, using terms such as
“immersive,” “interactive,” or a “scaled network.”
One of the most articulate descriptions came
Myth #1: No one knows what the from a teenager who described the metaverse as
metaverse is “a scaled and interoperable network of real-time,
In recent months, it has become clear that there is 3-D virtual worlds.”
no single definition of the metaverse. Well-known
experts refer to it as “the internet of the future” or — Nearly one-third of early adopters had a basic
understanding of the metaverse as “a digital

Web <2022>
Exhibit
<Metaverse>
1
Exhibit <1> of <7>

Three-quarters of metaverse early adopters


metaverse early adopterscan
candefine
definethe
themetaverse
metaverseininfairly
fairly
accurate terms.
accurate terms.
US consumer understanding of the metaverse,¹ share of respondents²

19% 4% 30% 47%

have no clear associate know of the can describe the metaverse


understanding metaverse metaverse as a with one or multiple defining
with the company virtual world characteristics based on
Meta/Facebook their experiences
1
Question: How would you define metaverse in your own words?
²Digital focus group of early adopters who had recent experiences using one or more metaverse platforms.
Source: McKinsey Virtual World Adopters and Consumers Survey (Feb 2022)

2 Probing reality and myth in the metaverse


world beyond anything a person can imagine” happening. To start, more than 20 percent of the
but lacked a clear view of how it works. population, on a net basis,1 say they will spend
more time online exercising, working, reading, and
— The remaining early adopters of the metaverse shopping in the future. Furthermore, people’s
couldn’t actually describe it clearly in their interest in immersive digital activities and
own words, despite being a user or player experiences is growing. In fact, roughly 10 percent
in one of the digital worlds. Four percent of the population has already tried augmented
associated “metaverse” with the new name reality (AR) or metaverse dating, and a majority
of Facebook’s parent company, Meta, enjoyed it more than the real-life alternative.
while an additional 19 percent had simply no
clear understanding. Moreover, consumers told us that they expect the
metaverse to be a significant part of their everyday
lives, spending four hours a day in the metaverse
Myth #2: The metaverse is a fad within the next five years. Generation Z and
At the heart of many debates is whether the millennials expect to spend close to five hours per
metaverse is a fad or the future. Even among those day, but older generations also expect to spend
who are fluent in the metaverse, there are skeptics several hours in the metaverse each day (Exhibit 2).
who believe it will be fleeting. Reid Hoffman, the This expected shift is driven by a desire for greater
founder of LinkedIn and a venture capitalist, convenience, connectivity, and entertainment.
recently said in a Yahoo! Finance podcast, “I don’t Along with recent fanfare and strong medium-
see the signs yet that tell me that the metaverse is term interest from consumers, we believe that the
going to happen.” LVMH’s chief executive, Bernard metaverse is the future, not a fad.
Arnault, also proclaimed that he is cautious of the
metaverse “bubble.”
Myth #3: The metaverse is for gamers
Again, we wondered what consumers think and Today, when people talk about the metaverse,
how they act, and we found that the transition they often describe gaming platforms like
from online to immersive to metaverse is already Roblox, Minecraft, and Animal Crossing as

Web <2022>
<Metaverse>
Exhibit 2
Exhibit <2> of <7>

US consumers expect to spend almost four hours per day in the metaverse in
US consumers expect to spend almost four hours per day in the metaverse in
five years.
five years.
Expectations of time spent in metaverse in 5 years, by generation,¹ hours per day

Gen Z Millennials Gen X Baby boomers Average

4.7 4.7 3.6 1.8 ~3.7

Question: In 5 years, approximately how many hours per day do you think you’ll spend in the metaverse on an average day?
1

Source: McKinsey Metaverse Consumer Survey (Feb 2022)

1
Calculated as the difference between percent expecting an increase and those expecting a decrease in time spent.

Probing reality and myth in the metaverse 3


examples. The gaming industry is at the forefront (VR) or AR—this ranked ninth on a list of future
of the metaverse, so it is no surprise that metaverse activities (Exhibit 3). More popular interests
users today do overindex as gamers. Those familiar include immersive shopping, booking, learning,
with the metaverse spend 1.5 more hours per week traveling, and socializing. Our analysis also shows
playing video games compared with those who are that approximately one in four consumers will be
unfamiliar with the metaverse. metaverse “superusers” who leverage virtual worlds
for a variety of purposes.
While gaming remains one of the leading
experiences, consumers are increasingly looking
for entertainment and shopping in the virtual world. Myth #4: The metaverse is geared to
One in five metaverse users has attended virtual live Gen Z
events such as concerts and film festivals. Generation Z is enthusiastic about the metaverse;
one example is that two-thirds of Roblox’s 50 million
We also asked consumers what immersive digital daily users are under the age of 16. Luxury and
activities might be of interest to them in the mainstream brands like Gucci and Vans are
future. Forty percent said they were interested in ramping up their metaverse strategy with a focus
playing social games with others in virtual reality on attracting younger consumers. Both brands are

Web <2022>
Exhibit
<Metaverse>3
Exhibit <3> of <7>
Future US consumer interest in the metaverse spans a range of other
Future US consumer interest in the metaverse spans a range of other
digital activities.
digital activities.
Interest in immersive digital activity or experience in the next 5 years,¹ % of respondents

48 Shopping

47 Attending a telehealth appointment

46 Attending a live learning course

46 Traveling to other places in a virtual world

45 Meeting with friends or family

43 Learning and development

43 Attending a live event

40 Receiving live or automated customer support

40 Playing social games

38 Exercising

37 Attending a work conference

35 Collaborating with others in a digital or hybrid environment

32 Using digital payments to purchase physical or virtual goods

28 Going on a date

Question: How interested are you in participating in the following immersive digital activities or experiences in the next 5 years? Percent of respondents who
1

are “very interested” or “somewhat interested” are shown.


Source: McKinsey Metaverse Consumer Survey (Feb 2022)

4 Probing reality and myth in the metaverse


experimenting on multiple platforms to determine motivations, with younger consumers saying that
where and how to recruit lifetime customers. it reinforces their sense of self-identification
and individuality. When it comes to being online,
What we see is that Gen Z is not the only generation 46 percent of our Gen Z survey respondents and
that wants to take advantage of the metaverse. 55 percent of millennials see their virtual identity
Our research shows broad awareness and interest as an extension of themselves in the physical
in the metaverse across a wide age range. In world. About half of both groups believe friendships
fact, millennials showed the greatest awareness formed online can be as strong as friendships
of the metaverse, with two-thirds saying they formed in real life. Forty-one percent of Gen Z and
had previously heard of it and half expressing 37 percent of millennials believe it is easier to be
excitement about it. Gen Z and Gen X trail closely themselves online than in real life.
behind, and surprisingly, nearly half of baby
boomers are aware of the metaverse (Exhibit 4).
Myth #5: You can’t make money in
When we dig into why some consumers are the metaverse
more driven than others to participate in the Although many brands have experimented with
metaverse, we see some differences in generational the metaverse, it has been challenging to get data

Web <2022>
Exhibit
<Metaverse>
4
Exhibit <4> of <7>

Interest and excitement


Interest and excitementabout
aboutthe
themetaverse
metaverse isis highest
highest among
among Gen
Gen ZZ and
and
millennials, who have the strongest digital identities and personal beliefs.
millennials, who have the strongest digital identities and personal beliefs.
Metaverse awareness, excitement, and personal Gen Z Millennials Gen X Baby boomers
beliefs, by generation, % of respondents

Awareness¹ Excitement² Personal beliefs³


70 70

60 60

50 50

40 40

30 30

20 20

10 10

0 0
Friendships I have a lot of It is easier to be Who I am online
formed online can friends online myself online is an extension of
be as strong as that I have never than in real life myself in the real
those in real life met in person world
1
Question: The metaverse is a digital world that allows people to interact with each other in digital spaces. Before taking this survey, had you heard of
the metaverse?
²Question: Based on what you currently know, how excited are you for what the future of the metaverse looks like?
³Question: Please indicate how strongly you agree or disagree with each of the following statements. Percent of respondents who “agree” or “strongly agree”
are shown.
Source: McKinsey Metaverse Consumer Survey (Feb 2022)

Probing reality and myth in the metaverse 5


on the return on investment. Some companies are Myth #6: The speed of technology will
diving in, and many are still debating whether there set the pace for adoption
is a payoff in investing in the metaverse. Many people believe that the broad adoption of
the metaverse is hindered because technology is
Our consumer research suggests that commercial not keeping pace. There remains low penetration
value is already scattered across different digital of immersive devices among consumers, and
products and services for companies to capture. there are infrastructure barriers in the way of
Consumers, on average, spend $219 annually on a truly scaled, immersive metaverse future. At
digital assets, of which more than 30 percent is Decentraland’s Metaverse Fashion Week in March,
on metaverse-related assets such as in-game many people complained of glitches, crashes, and
purchases, virtual enhancements and real estate, clunky graphics.2 Close to one-third of metaverse
and nonfungible tokens (NFTs). Consumers expect users see technology as severely limiting their
their spend on metaverse-related digital assets dream experience.
to increase in the next five years, with 11 percent
looking to spend more on in-game purchases It is true that devices with 3-D immersive
(Exhibit 5). experiences have low penetration today. VR is the
most accessible technology at just 20 percent
We also expect spending habits in the metaverse to penetration, yet the adoption curve to date follows
shift over time, as Gen Z gets older and gains more the trajectory of other technologies that became
earning power. Currently, millennials are the highest widely available over time. Penetration for recent
spenders on metaverse-related digital assets, with breakthroughs such as smartphones, tablets, and
$151 on average spent in the past year. Our Gen Z social media grew from 20 percent to 50 percent
respondents’ spending shows a split: overall, they in only a handful of years. Lower cost, increasing
spend $47 per year, but older, employed Gen Z content, and improved usability are driving adoption
consumers spend $107 on average on metaverse- (Exhibit 6). The average price of a VR headset
related assets. dropped from $500 in 2016 to $300 in 2021. Oculus

Web <2022>
<Metaverse>
Exhibit <5> of <7>
Exhibit 5
US consumer
US consumer spending
spendingon
ondigital
digital products
products and
and assets
assetsisisexpected
expectedtotogrow
growinin
the coming
the coming years.
years.
Average spend on
digital products Regular digital products or assets Metaverse digital products or assets
today,¹
$ in past 12 months
45
(100% = $219)
38
28
22 20 20
17 15 14

Video Digital movie/ Mobile Books Audio In-game Virtual NFT³ Virtual
games TV rentals apps content purchase cosmetics real estate

Consumers expecting
increase in annual
spending on digital 15 16 15 12 10 11 8 4 4
products in 5 years,2
% of total

1
Question: Approximately how much money have you personally spent on the following digital products/services in the past 12 months?
²Question: How do you expect the amount of money you spend on the following digital products/services to change in the next 5 years?
³Nonfungible token.
Source: McKinsey Metaverse Consumer Survey (Feb 2022, n = 1,011)

6 Probing reality and myth in the metaverse


Quest 2 supports more than 200 games today, Our analysis of existing platforms indicates that
doubling the number from five years ago. there is a high correlation between users expecting a
realistic experience and frequency of use. That pushes
Such growing consumer demand is motivating further companies to build more immersive experiences.
investment by technology companies. Apple bought
VR company NextVR in 2020 and plans to launch its Finally, consumer expectations regarding data will
first VR/AR headset in 2022. Consumers are asking challenge companies to develop creative solutions.
for better usability and are inspiring tech companies Sixty-two percent of consumers expect full control
to innovate and create a race between device and over their data, but nearly half will give that up for
platform companies to level up the metaverse. a personalized internet experience and device
interconnectivity (for example, PC, mobile, console).

Web <2022>
<Metaverse>
Exhibit <6> of <7>
Exhibit 6
Devices enabling immersive
Devices enabling immersive experiences
experiencesin
inthe
themetaverse
metaversehave
havelow
lowpenetration
penetration
today, but they are following mainstream device adoption curves.
today, but they are following mainstream device adoption curves.
Device penetration by income¹

100 Devices enabling


Smartphone immersive
metaverse
experiences

Laptop Mainstream
80
device
adoption
Smart TV curve
Streaming digital-media device
Desktop
60
Tablet
Device Video
penetration, game
% of console
population Smart-home hub
40
Wearable
tech Smart-home security

Smart-home appliances
20 Augmented-reality device
Virtual-reality (VR) device Haptic device
NFC² tags
3-D printer

0
25 30 35 40 45 50 55

Income penetration,³
% of high-income people owning the device
1
Question: Have you personally ever purchased any of the following devices?
²Near-field communication tags.
³Income >$100,000.
Source: McKinsey Metaverse Consumer Survey (Feb 2022)

2
Isabel Cameron, “Metaverse Fashion Week: The good, the bad and the glitches,” Charged, April 8, 2022; Luke Leitch, “Glitches, glamour, and
graphics cards: Notes from Decentraland’s first Metaverse Fashion Week,” Vogue, March 29, 2022.

Probing reality and myth in the metaverse 7


Implications for brands entering broadens, there will be an explosion of creative,
the metaverse commercially viable ideas that will transform the
Our research shows that consumers are excited way we work, play, connect, and engage. Brands
about brands entering the metaverse. Two-thirds will need to define their metaverse strategy—and
of respondents indicate they would be excited to the decision on which path to take will depend on
engage in a digital experience with their favorite what they believe about adoption, opportunity, and
brands. Over half of people who attend virtual investment required (Exhibit 7).
lifestyle and luxury events report a positive shift in
brand perception. One thing is certain: whatever shape the metaverse
will take, consumers will be the driving force behind
It is clear that we are only at the beginning of the the evolution.
metaverse as we know it today. As experimentation

Web <2022>
<Metaverse>
Exhibit <7> of <7>
Exhibit 7

For
Forbrands
brandsentering
enteringthe
themetaverse,
metaverse,thethe
decision onon
decision which path
which to to
path take depends
take
ondepends
what they
on believe about
what they adoption,
believe aboutopportunity, and investment.
adoption, opportunity, and investment.
Brand archetypes based on views of the metaverse potential

Waiter Fast mover Shaper

Adoption The metaverse is not immi- The metaverse is imminent and The metaverse is imminent,
nent, and it is unclear that accelerating, but the exact path is accelerating faster than prior
branded experiences are still uncertain with adoption of adoption curves, and there is
valuable to the consumer in current platforms/ecosystems, AR,¹ clarity on the path of adoption/
the metaverse VR,² and technologies yet to come platforms that will win

Opportunity The metaverse will not create The immersive medium of the The immersive medium of the
stronger brand affinity than metaverse will create stronger brand metaverse will create a step
any other channels love and provide new ways of engag- change in brand love
ing and interacting with consumers,
There is minimal opportunity increasing business opportunities There is a first-mover
cost of waiting, since there advantage to getting the best
will be more certainty on Testing and learning would put the assets and real estate
where to play over time brand ahead

Investment There is an investment in Investing in creators, technical Deep investment will open up
technology that is yet to be experts, and partnerships will pay new business models and
proven worthy of that dividends in deeper consumer growth trajectory
investment engagement and opening new
business models
Find more content like this on the
McKinsey Insights App ¹Augmented reality.
²Virtual reality.

Cara Aiello is a consultant in McKinsey’s Boston office; Jiamei Bai is an associate partner in the Vancouver office, where Yurii
Vilchynskyi is a consultant; and Jennifer Schmidt is a senior partner in the Minneapolis office.

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8 Probing reality and myth in the metaverse

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