The idea of the metaverse has captured the attention of brands, retailers, media companies, marketing agencies, and technology platforms. Pioneering business leaders, investors, and entrepreneurs see new opportunities to stake their claim in an as yet-to-be-defined space that promises to revolutionize the internet and what it means to be online and completely change the way people work, play, learn, and shop.
Some imagine virtual reality goggles as the key entry point into immersive worlds that seamlessly combine elements of gaming, social media, entertainment, and retail, where users are embodied as avatars of their own design. Others believe society already exists in some version of the metaverse by virtue of the ubiquity of always-on mobile devices and the ability to tap into digital content and experiences from anywhere at any moment. These opposing points of view begin to converge with the widespread adoption and use of augmented reality and hands-free computing protocols like gesture and voice.
Whichever vision of the future you ascribe to, it's clear that the lines that delineate on and offline behaviors and physical and digital worlds have nearly eroded, as people slide further into fluid, hybrid lifestyles with many ceasing to make distinctions between the two.
Alongside the excitement and wild speculation associated with the metaverse itself, there has been an almost equally meteoric rise around topics like web3, NFTs (non-fungible tokens), cryptocurrency, and DAOs (decentralized autonomous organizations), which are often hard to separate from the broader conversation. These ideas will most certainly play a key role in shaping how people experience the metaverse moving forward.
As always, PSFK seeks to help frame how our audience understands and thinks about an emerging space like the metaverse by looking at the experimentation taking place, listening to expert POV, and tracking consumer sentiment to identify key insights and highlight emerging trends. In part one of our three-part series ‘Exploring The Metaverse Opportunity’ we deep dive into the ways pioneering companies are reimagining the retail, shopping, and product experience. Through the lens of seven trend-led strategies, our researchers look at immersive commerce on platforms like Decentraland and Sandbox, IRL stores with embedded experiential layers, and the ways digital goods elevate the brand-customer relationship and beyond.
This report is the first of a three-part series.
- Retail Strategies for the Metaverse
- Marketing and Brand Experience Strategies for the Metaverse
- Infrastructure and Tools Powering Commerce in the Metaverse
Highlights from PSFK's US Metaverse Retail Experience Survey
Gaming is the gateway to the metaverse for most consumers, but many are open to other experiences, particularly social media.
To date, most US consumers' experience with virtual worlds has been through video games. 4x as many adult Americans have experienced virtual world spaces through games rather than through a purpose-built metaverse experience.
Shopping inside metaverse stores is growing in interest among consumers.
Commerce isn't a significant reason to attract users to the metaverse. When compared to a list of reasons that people visit virtual worlds, only 26% like to go shopping and only 15% want to run a business or do work. When visiting a business in a virtual world, only 40% go there to shop - and more would prefer to get special offers (51% of US adult virtual world users).
Leading-edge consumers are keen to learn more about products and make purchases when shopping in virtual retail experiences.
Product trial and education present a significant opportunity to retailers and brands in the metaverse. 50% of US adult users who interact with businesses in a virtual world want to learn about services or try on products.
As avatars become the dominant way for consumers to represent themselves and interact within metaverse environments, digital goods present a significant sales opportunity.
33% of all users like spending time in the metaverse updating the way their avatar looks (although this figure is less for 'body-less' VR users (29%) vs non-VR users (37%)).
PSFK US Metaverse Retail Experience Survey
The PSFK quantitative survey was conducted February 24-25, 2022. The audience were US adult users of virtual worlds aged between 18 and 65 years old. The survey was a ‘basic census’ balanced in terms of age and gender. The 451 respondents had household income between $0-$200k. #metaverse #web3