Research - 11.04.2024 - 09:00
The "metaverse" is an augmented reality. Users immerse themselves in a computer-generated 3D world using immersive technologies such as metaverse platforms, augmented reality (AR) and virtual reality (VR). Virtual and real elements merge to create an interactive and immersive experience. The study "The perception of various metaverse applications from a user perspective in November 2023" by the Institute of Retail Management (IRM-HSG) at the University of St.Gallen (HSG) comes to this conclusion: contrary to what was assumed, it is not the digitally savvy members of Generation Z who are particularly open to the metaverse. In fact, the study shows that people over the age of 50 are the most inspired by the possibilities of the metaverse. In addition, 59% of 35 to 49-year-olds can imagine shopping virtually in the metaverse in the future.
For the study, Thomas Rudolph and Katharina Ruschmann from IRM-HSG surveyed a total of 451 visitors to the "Metaverse Discovery Grid" in SQUARE at the University of St.Gallen (HSG) in November 2023. The 200m2 temporary physical meeting place on the topic of Metaverse comprised 18 stations with 12 VR, 12 AR and two desktop applications. "Meta Quest Pro" mixed reality glasses were also used. A visit to the Metaverse Discovery Grid lasted around 60 minutes. On average, the participants used five of the available applications.
The main findings of the study are:
The results of the study suggest that the metaverse has considerable inspirational potential as a new communication and distribution channel. The study participants agreed that the applications stimulated their imagination (5.0 out of 7) and made them want to try something new (5.5 out of 7). Overall, 40% of respondents said that the Metaverse applications had a high inspirational effect. Among 50 to 59-year-olds, the figure is as high as 57%. As the inspirational effect increases, so does users' intention to inform themselves and make purchases in the metaverse.
The main criticism concerns wearing comfort. Around 14% of study participants criticised aspects such as the size, weighting and general comfort of the VR glasses. In addition, around 13% complained about symptoms of motion sickness, while around 11% complained about the complex operation and around 10% about the unsatisfactory graphics.
The overall study "The perception of various metaverse applications from a user perspective in November 2023" is available to download free of charge from the online shop of the Institute of Retail Management (IRM-HSG).
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