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Probing Reality and Myth 2022 PDF
Probing Reality and Myth 2022 PDF
© 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>
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
Question: In 5 years, approximately how many hours per day do you think you’ll spend in the metaverse on an average day?
1
1
Calculated as the difference between percent expecting an increase and those expecting a decrease in time spent.
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
38 Exercising
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
Web <2022>
Exhibit
<Metaverse>
4
Exhibit <4> of <7>
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)
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)
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
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.
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
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.