If the metaverse is the next generation of digital life, it will have to sell itself to the next generation of digital kids. But according to a survey by Gen Z, many teens are skeptical about the idea of a mysterious world on the Internet, despite the hordes of young people on gaming platforms like RobloxAnd Maine CraftAnd It is an electronic game.
Half of the 7,100 teens surveyed in the twice-yearly Gen Z research project by financial firm Piper Sandler said they were unsure or had no intention of purchasing a device to access the metaverse, such as a virtual reality headset. Meanwhile, only 9% said they were interested in the degree of purchase, and 26% said they already own a device. Of those 26%, only 5% entered metaverses daily, and 82% less than a few times a month.
While those numbers may seem like trampling the ambitions of a sprawling network of adorable and influential kids, companies still sound optimistic, with gaming-like platforms offering a steady stream of festivals and concerts with popular musicians like Lil Nas X, BTS, and Ariana Grande. (Indeed, these events broke records, attracting tens of millions of viewers.) Meta Horizon Worlds launched in December, the first experience in its stated quest to dominate the future of VR. Others target a younger crowd, with It is an electronic game Founded by Epic Games, Epic Games recently raised $2 billion to create a kid-friendly metaverse with the Lego Group.
However, Horizon Worlds may have a harder time attracting today’s teens to its platform of 18 years or older. According to the analytics firm Morning Consult, less than 50% of Generation Z cares about a parent’s main staple on Facebook or their Horizon Workrooms business meetings.
The latest survey also underscores just how important teens are to metaverses: More than two-thirds, or 68%, consider themselves gamers, making them a market with high potential (not to mention being the future of consumerism). And it’s not just a COVID bubble — 12% say they want to play more Video games after the epidemic subsided.
However, much like the gaming community in general remains wary of NFTs and blockchain – two technologies that often intertwine with the metaverse – so do teens as well. Only 11% have traded cryptocurrency, although 87% have heard of it. (Those who have bought tokens tend to be older and have higher household incomes, which indicates that people with the ability to invest can also be traced.) Meanwhile, 61% had heard of NFTs, and 8% had bought them.
Although teens may still not fit in on Web3, they are big fans of Web 2.0 – namely TikTok, which first replaced Snapchat as the social media app of choice. They also named Amazon as their favorite e-commerce site, Nike as their favorite clothes and shoes, and Chick-fil-A as their favorite restaurant. Interest in vegetarian meat dipped slightly from last year, and the Russian invasion of Ukraine topped the list of social concerns, which also included the environment, gas prices and inflation.
The survey included teens from 44 states, with an average age of 16.2 years. Check out the full report here.