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Insight of the Day: What drives Metaverse engagement? Insights from British consumers

Why it is the topic trending:

  • Emerging Metaverse Engagement Data: The article presents new data on Metaverse engagement among British consumers, making it a timely and trending topic for businesses and marketers interested in understanding this evolving digital space.

  • Low Metaverse Adoption vs. VR Ownership: The contrast between low overall Metaverse adoption (8%) and higher engagement among VR headset owners (41%) highlights a key challenge and opportunity, driving discussion about the factors influencing Metaverse uptake.

  • Brand Interest in Metaverse:  Brands are actively exploring the Metaverse for consumer engagement, making insights into what drives user participation crucial and thus a trending topic for marketing and business strategy discussions.

  • Identifying Key Metaverse Features: The article identifies features valued by Metaverse users and brand categories that could attract new users, providing actionable insights and making it a trending topic for businesses seeking Metaverse strategies.

  • Understanding Barriers to Entry: The research explores reasons why non-users are hesitant to join, highlighting barriers to Metaverse adoption and making it a trending topic for discussions on how to broaden Metaverse appeal.

Overview:

  • The article examines Metaverse engagement among British consumers based on a YouGov survey. It reveals low overall adoption (8%), but significantly higher engagement among VR headset owners (41%). The most popular activities are free video games, paid gaming, and social interaction. The study identifies high-quality graphics, user experience, and social features as most valued by users. Entertainment, travel, and art/culture brands are seen as having the most potential to attract new users. Lack of interesting experiences, VR headset requirement, and limited social connections are key barriers for non-users. The findings offer insights for brands aiming to engage with British consumers in the Metaverse.

Detailed Findings:

  • Metaverse Adoption Rate:

    • 8% of British adults have visited the metaverse in the past 12 months.

    • 41% of British VR headset owners have visited the metaverse in the past 12 months.

  • Top Metaverse Activities (Users):

    • Free video games (46%).

    • Paid gaming (31%).

    • Social interaction (25%).

    • Virtual travel/tourism (18%).

    • Streaming online content (17%).

    • Fitness/wellness activities (15%).

    • Customizing gaming avatars/accessories (14%).

  • Least Popular Metaverse Activities (Users):

    • Purchasing tickets to virtual events (12%).

    • Exploring virtual art galleries (10%).

    • Shopping for physical products (8%).

    • Attending virtual conferences/training/brand events (7%).

    • Purchasing virtual land (7%).

    • Buying NFTs (3%).

    • Cryptocurrency transactions (1%).

  • Most Valued Metaverse Features (Users):

    • High-quality graphics and immersive visuals (50%).

    • Smooth and seamless user experience (42%).

    • Social interaction features (36%).

    • Security and privacy protections (32%).

  • Less Valued Metaverse Features (Users):

    • Customizable avatars and virtual identities (15%).

    • Cross-platform compatibility (12%).

    • Access to exclusive events (12%).

    • Ability to complete work-related tasks (7%).

    • Opportunities for virtual shopping (7%).

  • Brand Categories to Attract Non-Users:

    • Entertainment and media (21%).

    • Travel (17%).

    • Art and culture (17%).

    • Education (14%).

    • Health and wellness (13%).

    • Gaming (12%).

    • Technology and electronics (10%).

  • Factors to Encourage Non-Users to Join:

    • Activities or experiences that interest them (20%).

    • Access without VR headset (18%).

    • More people they know using it (16%).

    • Fear of missing out (FOMO) (14%).

    • Stronger security and privacy protections (14%).

    • Positive reviews/recommendations (11%).

Key Takeaway:

  • Metaverse adoption in the UK is low but VR headset ownership significantly increases engagement.  Gaming and social interaction are key drivers, while visual quality, user experience, and social features are highly valued. Entertainment, travel, and art/culture brands have the most potential to attract new users by focusing on interesting experiences and addressing barriers like VR headset requirement and social isolation within the Metaverse.

Main Trend:

  • Cautious Metaverse Exploration

Description of the Trend (Cautious Metaverse Exploration):

  • This trend describes the tentative and selective approach British consumers are taking towards the Metaverse. "Cautious Metaverse Exploration" signifies a phase of curiosity and experimentation, characterized by low overall adoption rates, a preference for specific activities like gaming and social interaction, and a strong emphasis on user experience, visual quality, and security. Consumers are not rejecting the Metaverse outright, but are proceeding with caution, prioritizing value and addressing concerns before fully embracing virtual worlds.

What is Consumer Motivation (British Consumer Motivation for Cautious Metaverse Exploration):

  • Seeking Entertainment and Social Connection:  British consumers are motivated to explore the Metaverse primarily for entertainment, particularly gaming, and for social connection, seeking new ways to play and interact with others virtually.

  • Desire for Immersive Experiences: There's an underlying interest in immersive digital experiences, driving exploration of virtual travel, content streaming, and fitness within the Metaverse, seeking novel and engaging forms of digital interaction.

  • Value-Driven Engagement: Consumers are motivated to engage with Metaverse activities that offer clear value, such as free gaming or potentially paid gaming, suggesting a pragmatic approach and a desire for tangible benefits.

  • Quality and User Experience Expectations:  British consumers are motivated by a desire for high-quality graphics, seamless user experiences, and secure environments within the Metaverse, reflecting high expectations for digital platforms and a focus on usability and trust.   

  • Social Proof and Peer Influence:  Social connections and the perception that peers are engaging in the Metaverse can motivate hesitant consumers to explore, indicating the importance of social validation and FOMO.

What is Driving the Trend:

  • Early Stage of Metaverse Development: The Metaverse is still in its early stages of development, with limited widespread understanding, accessibility, and compelling content, leading to cautious consumer exploration.   

  • VR Headset Cost and Accessibility:  The cost and relative inconvenience of VR headsets remain a significant barrier to entry for many British consumers, limiting broader Metaverse adoption beyond VR owners.

  • Lack of Mainstream Metaverse Use Cases:  Beyond gaming and early adopter communities, there's a lack of clearly defined and compelling mainstream use cases for the Metaverse that resonate with a wider British audience.

  • Privacy and Security Concerns:  Concerns about data privacy, security, and online safety in virtual environments contribute to cautious exploration, particularly among a generally privacy-conscious UK population.

  • Media Narrative and Public Perception:  Mixed media coverage and public perception of the Metaverse, ranging from hype to skepticism, influence consumer sentiment and contribute to a cautious approach.

What is Motivation Beyond the Trend:

  • Human Desire for Novelty and Exploration:  The underlying motivation is the inherent human desire for novelty, exploration, and experiencing new digital frontiers. The Metaverse represents a new technological landscape, sparking curiosity and a desire to explore its potential.

  • Evolving Social Interaction in Digital Age:  There's a broader societal trend of evolving social interaction in the digital age, with consumers seeking new platforms and modes of connection. The Metaverse offers a potentially more immersive and interactive form of digital social engagement.

  • Seeking Escapism and Alternative Realities:  The Metaverse offers a promise of escapism and alternative realities, appealing to a human desire to transcend everyday limitations and experience virtual worlds and identities.

Description of Consumers Article is Referring to (British Adults):

  • Age:  Broad range of British adults (18+), encompassing various age demographics. The article doesn't specify age segmentation, but Metaverse adoption might skew slightly younger, while concerns about privacy and security might be more pronounced in older demographics.

  • Gender:  Mixed gender representation, reflecting the general British adult population. Gaming activities might have a slightly higher male skew, while social interaction and wellness activities might have broader gender appeal.

  • Income:  Likely a mix of income levels, representative of the British adult population. VR headset ownership, a factor in higher Metaverse engagement, is likely correlated with disposable income, suggesting some income-based segmentation in adoption.

  • Lifestyle:  Diverse lifestyles, reflecting the general British adult population. Lifestyles that involve gaming, technology adoption, and social media engagement are more likely to be associated with Metaverse exploration. Those with more tech-savvy lifestyles or interest in entertainment and virtual experiences are more likely to be early explorers.

Conclusions:

  • "Cautious Metaverse Exploration" characterizes current British consumer engagement.

  • Consumer motivations are entertainment, social connection, immersive experiences, value, quality expectations, and social proof.

  • Early stage of Metaverse, VR headset barriers, lack of mainstream use cases, privacy concerns, and mixed public perception are driving the trend.

  • Beyond the trend, motivations are human desires for novelty, evolving social interaction, and escapism.

  • The trend impacts British adults broadly, with varying levels of engagement based on VR ownership, tech-savviness, and lifestyle preferences.

Implications for Brands:

  • Focus on Entertainment and Gaming Experiences: Brands targeting the Metaverse in the UK should prioritize entertainment and gaming applications, as these are currently the most engaging activities for users.

  • Address User Experience and Visual Quality:  Invest in high-quality graphics, seamless user interfaces, and immersive visuals to meet user expectations and enhance Metaverse experiences.

  • Emphasize Social Interaction and Community Building:  Incorporate social features and community-building elements to leverage the social motivation for Metaverse engagement and encourage user retention.

  • Offer Metaverse Access Beyond VR Headsets:  Explore strategies to make Metaverse experiences accessible without requiring VR headsets, potentially through browser-based or mobile platforms, to broaden reach.

  • Prioritize Security and Privacy Communication:  Clearly communicate and emphasize security and privacy measures within Metaverse platforms and brand experiences to address consumer concerns and build trust.

Implication for Society:

  • Gradual Metaverse Integration into Digital Life:  "Cautious Metaverse Exploration" suggests a gradual and measured integration of the Metaverse into British digital life, rather than a rapid and widespread adoption.

  • Focus on Entertainment and Leisure in Early Metaverse Adoption:  Initial societal impact will likely be concentrated in entertainment and leisure sectors, with gaming and social experiences leading the way in Metaverse adoption.

  • Potential for Future Societal Applications (Beyond Entertainment):  As the Metaverse evolves and addresses barriers to entry, there is potential for broader societal applications in areas like education, virtual tourism, and potentially even work and professional development, but this is likely further in the future.

Implications for Consumers:

  • Early Access to Emerging Digital Experiences (VR Owners):  Consumers who own VR headsets and are early adopters of the Metaverse gain access to novel and emerging digital entertainment and social experiences.

  • Opportunity to Shape Metaverse Development:  Early user feedback and engagement patterns from British consumers can influence the development and direction of the Metaverse, shaping its future features and applications.

  • Potential for Both Entertainment and Disappointment:  Cautious exploration reflects a realistic expectation that Metaverse experiences may be both entertaining and potentially underwhelming in their early stages, requiring patience and measured expectations.

Implication for Future:

  • VR Headset Innovation as Key to Wider Adoption:  Future innovation and affordability of VR headsets will be crucial for driving wider Metaverse adoption in the UK and globally.

  • Content and Experience Development is Critical:  The development of compelling and diverse Metaverse content and experiences beyond gaming will be essential to attract and retain a broader user base.

  • Mainstream Use Cases Will Emerge Over Time:  As the Metaverse matures, more mainstream and practical use cases beyond entertainment are likely to emerge, potentially expanding its societal relevance and adoption.

Consumer Trend (Entertainment Trend):

  • Name:  Immersive Entertainment Curiosity

  • Detailed Description: This consumer trend describes the growing curiosity and interest among British consumers in immersive entertainment experiences, particularly within the Metaverse. "Immersive Entertainment Curiosity" signifies a desire to explore new forms of digital entertainment that go beyond traditional media consumption, driven by the promise of virtual worlds, interactive experiences, and novel forms of digital engagement, even if adoption remains cautious in the early stages.

Consumer Sub Trend (Technology Trend):

  • Name:  VR-Gated Metaverse Access

    • Detailed Description: A key sub-trend within "Immersive Entertainment Curiosity" is "VR-Gated Metaverse Access." The significant difference in Metaverse engagement between VR headset owners and non-owners highlights a trend where access to and engagement with the Metaverse is currently gated by VR technology. This sub-trend underscores that VR headset ownership is a primary driver of current Metaverse usage, but also a barrier to broader adoption.

Big Social Trend (Cultural Trend):

  • Name:  Digital Frontier Tentativeness

  • Detailed Description: The broader social trend of "Digital Frontier Tentativeness" reflects a cautious and measured approach among British society towards embracing new and emerging digital frontiers like the Metaverse. This trend signifies a societal attitude of curiosity mixed with skepticism, characterized by a willingness to explore new technologies but with a strong emphasis on practicality, security, and demonstrable value before widespread adoption.

Worldwide Social Trend (Global Technology Trend):

  • Name:  Global Metaverse Experimentation

  • Detailed Description: The worldwide social trend of "Global Metaverse Experimentation" signifies a global phase of exploration and experimentation with Metaverse technologies and applications across various cultures and consumer markets. This trend reflects a global tech industry push to develop and market Metaverse platforms, alongside a global consumer base cautiously evaluating its potential and relevance in their lives, leading to diverse adoption patterns and use cases across different regions.

Social Drive (Human Motivation Trend):

  • Name:  Balanced Digital Engagement

  • Detailed Description: The underlying human drive is "Balanced Digital Engagement." Consumers are fundamentally motivated by a desire for balanced digital engagement in their lives, seeking digital experiences that offer entertainment and connection, but also prioritizing practicality, security, and real-world value. "Cautious Metaverse Exploration" reflects this drive, as consumers weigh the potential benefits of the Metaverse against practical considerations and existing digital habits, seeking a balanced integration of virtual worlds into their lives.

Learnings for Brands to Use in 2025 (for Metaverse Brands):

  • Focus on Core Engagement Drivers: Gaming & Social:  Prioritize gaming and social interaction as core pillars of Metaverse experiences to align with current user preferences and drive initial engagement.

  • User Experience is Paramount:  Invest heavily in user experience (UX) and visual quality to meet user expectations and overcome potential barriers to entry related to clunky or unappealing interfaces.

  • Address Security and Privacy Concerns Proactively:  Clearly communicate and demonstrate robust security and privacy measures to build user trust and alleviate concerns about data safety in the Metaverse environment.

  • Explore Non-VR Access Options:  Develop and promote Metaverse access methods that don't require VR headsets to reach a wider audience and lower the barrier to entry for hesitant consumers.

  • Partner with Entertainment & Culture Brands:  Collaborate with established entertainment, media, art, and culture brands to create compelling Metaverse content and experiences that leverage existing brand recognition and audience interest.

Strategy Recommendations for Brands to Follow in 2025 (for Metaverse Brands):

  • Develop "Gateway Metaverse Experiences" focused on Gaming & Social:  Create initial Metaverse experiences that are heavily focused on free and accessible gaming and social interaction, serving as entry points for new users and showcasing the core value proposition.

  • Invest in "Cross-Platform Metaverse Accessibility":  Prioritize cross-platform compatibility and develop Metaverse experiences that are accessible across VR headsets, web browsers, mobile devices, and potentially gaming consoles, maximizing reach and user convenience.

  • Launch "Metaverse Security & Privacy Education" Campaigns:  Initiate public education campaigns to address consumer concerns about Metaverse security and privacy, highlighting platform safeguards and promoting responsible Metaverse usage.

  • Partner with "Mainstream Influencers & Communities" for Adoption Drive:  Collaborate with mainstream social media influencers and online communities beyond the tech-enthusiast niche to promote Metaverse experiences and normalize Metaverse engagement among broader consumer segments.

  • Create "Value-Added Metaverse Services" beyond Entertainment:  Explore and develop Metaverse applications that offer tangible value beyond entertainment, such as virtual learning, remote collaboration tools, or virtual tourism experiences, to broaden appeal and demonstrate practical use cases.

Final Sentence (Key Concept):

  • The "Cautious Metaverse Exploration" trend in 2025 underscores that "Immersive Entertainment Curiosity," particularly when delivered through accessible and secure platforms, remains the primary driver for early Metaverse engagement, requiring brands to prioritize "Balanced Digital Engagement," navigate "Digital Frontier Tentativeness," and capitalize on "Global Metaverse Experimentation."

What Brands & Companies Should Do in 2025 to Benefit from Trend and How to Do It:

Metaverse platform developers, content creators, and brands should strategically capitalize on the "Cautious Metaverse Exploration" trend in 2025 to foster wider adoption, build user trust, and establish a sustainable Metaverse ecosystem by:

  • Establishing a "Metaverse UX & Accessibility" initiative: Create a dedicated initiative focused on improving Metaverse user experience and accessibility, investing in intuitive interfaces, cross-platform compatibility, and non-VR access options to lower barriers to entry and enhance user onboarding.

  • Developing "Curated Metaverse Content Libraries" with High-Quality Experiences:  Invest in curating high-quality Metaverse content libraries focused on gaming, social experiences, and emerging use cases like virtual tourism and education, ensuring a compelling and diverse range of experiences to attract and retain users.

  • Launching a "Metaverse Trust & Safety Standard" program:  Establish industry-wide standards and certifications for Metaverse security, privacy, and user safety, building consumer confidence and promoting responsible Metaverse development and usage.

  • Partnering with "Educational Institutions & Public Services" for Broader Application:  Forge strategic partnerships with educational institutions, cultural organizations, and public service providers to explore and develop Metaverse applications in areas like virtual learning, cultural heritage preservation, and public engagement, demonstrating societal value beyond entertainment.

  • Building a "Global Metaverse Developer Community" and Support Ecosystem:  Invest in building a robust global Metaverse developer community, providing resources, tools, and support to encourage content creation, innovation, and the growth of a diverse and thriving Metaverse ecosystem.

Final Note:

  • Core Trend: Cautious Metaverse Exploration - Consumers are cautiously exploring the Metaverse.

  • Core Strategy: Accessibility, UX Improvement & Trust Building - Improve accessibility, user experience and build user trust.

  • Core Industry Trend: Global Metaverse Experimentation - Global experimentation with Metaverse technologies is underway.

  • Core Consumer Motivation: Balanced Digital Engagement - Consumers seek balanced and valuable digital experiences.

Final Conclusion:

The "Cautious Metaverse Exploration" trend presents a critical phase for the Metaverse in 2025. By strategically embracing "Immersive Entertainment Curiosity," particularly through "VR-Gated Metaverse Access" mitigation and UX enhancement, prioritizing accessibility, trust, and diverse content development, Metaverse platform developers, content creators, and brands can effectively tap into the "Balanced Digital Engagement" human drive, navigate "Digital Frontier Tentativeness," and capitalize on "Global Metaverse Experimentation," ensuring continued growth, relevance, and positive impact in the evolving landscape of immersive digital worlds.

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