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KPMG: 78% of U.S. adults socialize with friends in virtual worlds

virtual worlds have captured the popular imagination.

Image source: KPMG

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People may not know that virtual worlds are not only for them but games What else, but according to a KPMG survey, the vast majority of American adults are ready to dive in. American imagination. About 78 percent of U.S. adults in a survey said they see the value of immersive interactions, such as socializing with friends and family, while 76 percent said they see value in on-the-job training in virtual worlds, KPMG said.

In addition, 59% of U.S. adults said they expect the metaverse to have a significant impact on their lives in the next 12 months, and another 48% said the future 5 months will have a significant impact year.

“While it may still be early days, American adults are increasingly adapting to creating real-life experiences in the ‘physical’ world,” U.S. Corporate Innovation Leader Cliff Justice said KPMG, in a statement. “With each interaction, people are becoming more and more accustomed to engaging in everyday activities in a virtual world. From banking and telehealth to learning and work, the mediums we use to communicate and interact are constantly shifting to virtual.”


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KPMG surveyed 1,000 US adults aged 18 to 65. (If you need to learn about the metaverse, our GamesBeat Summit Next 2022 event will have speakers talking about it, including SimCity creator Will Wright, Gallium co-founder; and Epyllion CEO and author of the popular book Matthew Ball ,Metaverse


affects the rise About Metaverse sources of knowledge.

      The Metaverse has the potential to revolutionize the way businesses and consumers engage, transact, socialize and work, says KPMG. Of those who participated in Metaverse, 92% of respondents said it increased learning opportunities, including vocational training, schools, and higher education, while 86% said Metaverse provided entrepreneurial opportunities, including marketing and sales.

      The majority of American adults are interested in virtual experiences, regardless of whether consumers are involved in the virtual world. In addition to social networking, telehealth (72%), virtual shopping apps (67%), virtual work (65%) and entrepreneurship (51%) ranked highest.

      The path to widespread adoption is steadily growing, but existing skepticism may create obstacles along the way. The survey showed that privacy (80%) and protecting personal information (79%) were the most important concerns.

      Again, feeling safe about privacy and personal information security is the most important factor in encouraging participation. Increasing access to affordable technology and customizable avatars were also the most frequently cited ways to increase diversity, equity, and inclusion (DEI) in the metaverse, at 38 percent and 36 percent, respectively.

      Nearly one-third (30%) of respondents said ensuring that virtual world environments are accessible to people with disabilities should be a top priority for this category.

      “As companies and individuals still understand the potential scope and scale of the metaverse’s impact, we must prioritize inclusive, safe and secure practices to protect users and ensure experiences are adaptable ,” Justice said. “Resistance to innovation is low, and now is the time to embed these priorities into technology as they continue to evolve.”

      As part of its strategic innovation roadmap, KPMG In partnership with KPMG Canada recently launched its Metaverse Collaboration Centre in the US, where employees, clients and communities can connect, engage and explore growth opportunities across industries and sectors. The company has assembled a dedicated team to help clients develop and execute their own Metaverse strategies.

        Top Finds

        People expect virtual experiences.

          Forged metaverse connection:

        78% of respondents said virtual worlds allow or may allow them to make personal connections with friends and family. 76% of respondents said the metaverse enhances or may enhance learning opportunities, such as job training and higher education. 66% of respondents said it offers the same benefits as social media, but in a more immersive way way of the environment.

        Millennials (69%) and Gen Z (61%) are excited about virtual worlds ahead, followed by Gen X (44%). Some 59% of U.S. adults expect virtual worlds to have a significant impact in the next 5 years, and 48% expect a significant impact in the next 12 months.

        Current Metaverse users are most satisfied with their virtual experience. Among those participating in the Metaverse, the most popular experiences included entrepreneurship (91%), collaborative online games and simulations (91%), and immersive virtual experiences created by brands (87%).

        Current Metaverse users also list virtual participation in work or school training (96%), work meetings (82%), virtual classrooms (72%) and government meetings (71%) for the best experience.

        Most American adults, whether or not they are currently involved in a virtual world, are interested in virtual experiences. Top interests include virtual meetings with family and friends (73%), telehealth (72%), virtual shopping apps (67%), virtual work (65%) and entrepreneurship (51%).

        32% of respondents are open to Metaverse participation but have not yet decided. In this group, 31% had low familiarity with the metaverse.

          Ways to increase engagement

          Respondents indicated that 79% of respondents are most concerned about privacy when using virtual worlds followed by personal information ( 79%).

          Gen Z respondents are more concerned about avatar customization (42%), with 36% saying this is the DEI’s top concern. Nearly a third (30%) of respondents said that ensuring that virtual world environments are accessible to people with disabilities should be a top priority for this category.

          Providing more affordable virtual world technology is a top priority for Millennials (39%) and GenX/Boomers (40%) respondents.

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