Deloitte Digital Consumer Trends is a global survey on technology, media and telecommunications. Fieldwork takes place annually to ask people how they use, experience, and buy digital products. In the UK, questions were asked to a nationally representative sample of 4,160 people between April and May 2022.
In this special report, Deloitte will cover the metaverse, virtual reality, and web3 (i.e. blockchain-based assets like Bitcoin). It asks how many people really understand what the metaverse is, and who could be left behind. It looks at VR headset adoption, barriers to headset sales, and barriers to regular usage of those headsets. Finally, it speculates what role web3 should play, if any, to make connections between separate metaverse siloes. Download our full report to explore these technologies, and how to make them purpose driven.
“Arguably, early metaverses already exist in the form of sandbox games. Young people, in particular, are flocking to them. Not because they want to replicate and replace real-world activities, like meetings or exercise. But because a metaverse allows them to have social and competitive experiences that are outside of the norm. Virtual reality and web3 may have a role to play in the metaverse, but they are not fundamental, and the metaverse may not wait for them to catch up. Purpose is key to adoption.”