Teenagers aren't too keen on Meta's metaverse
Posted: Tue Jan 07, 2025 3:34 am
If the metaverse is to truly replace the internet as we know it, it will need to ensure that it has young people on board. However, it seems that teenagers – those who will likely be plunging into the metaverse en masse – are rather sceptical about the concept, which is still extremely vaguely defined. This is a surprising finding, considering the hordes of teenagers currently present in nascent metaverses such as Roblox, Minecraft and Fortnite.
Half of the 7,100 teenagers surveyed by Piper Sandler in its traditional biannual report on Generation Z are unsure or have no intention of purchasing devices to access the metaverse (virtual reality headsets, for example).
Furthermore, only 9% of teenagers are currently interested enough in the metaverse to formally purchase "gadgets" that give them access to this concept , while 26% of millennials already have virtual reality devices to break into the metaverse.
Among those young people who already own a virtual reality device , only 5% access the metaverse daily and the remaining 82% limit themselves to doing so a few times a month.
Although these figures could eventually torpedo the great ambitions that many austria number data companies have for the metaverse, the truth is that a good number of brands already have their sights strongly set on this concept (and it doesn't seem like they are going to look away anytime soon).
Last December, Meta launched Horizont Worlds , its first experiment with the ultimate goal of one day dominating the metaverse. Other companies, meanwhile, are setting their sights on even younger users. This is the case of Epic Games and LEGO, which aspire to lay the foundations of a metaverse for children .
Despite Meta’s ambition to be a leader in the network of networks dominated by the metaverse that is already looming on the horizon, teenagers under 18 do not seem too interested in the efforts in this direction of the company led by Mark Zuckerberg . According to a report by Morning Consult, less than 50% of young people belonging to Generation Z report any interest in Meta’s metaverse.
Piper Sandler's study also suggests that 68% of teenagers identify themselves as "gamers" (who are also, offhand, the most interested in the metaverse). And the millennials' fondness for video games is not necessarily related to the pandemic. 12% want to spend even more time gaming after the coronavirus crisis.
However, teenagers are still quite wary of NFTs and blockchain , two technologies that will likely play a leading role in building the metaverse. Only 11% of millennials have already used cryptocurrencies, although 87% have heard of them. And as for NFTs, 61% are familiar with this technology and only 8% have already purchased non-fungible tokens.
Although teenagers have not yet set their sights on Web3, they are absolutely de
Half of the 7,100 teenagers surveyed by Piper Sandler in its traditional biannual report on Generation Z are unsure or have no intention of purchasing devices to access the metaverse (virtual reality headsets, for example).
Furthermore, only 9% of teenagers are currently interested enough in the metaverse to formally purchase "gadgets" that give them access to this concept , while 26% of millennials already have virtual reality devices to break into the metaverse.
Among those young people who already own a virtual reality device , only 5% access the metaverse daily and the remaining 82% limit themselves to doing so a few times a month.
Although these figures could eventually torpedo the great ambitions that many austria number data companies have for the metaverse, the truth is that a good number of brands already have their sights strongly set on this concept (and it doesn't seem like they are going to look away anytime soon).
Last December, Meta launched Horizont Worlds , its first experiment with the ultimate goal of one day dominating the metaverse. Other companies, meanwhile, are setting their sights on even younger users. This is the case of Epic Games and LEGO, which aspire to lay the foundations of a metaverse for children .
Despite Meta’s ambition to be a leader in the network of networks dominated by the metaverse that is already looming on the horizon, teenagers under 18 do not seem too interested in the efforts in this direction of the company led by Mark Zuckerberg . According to a report by Morning Consult, less than 50% of young people belonging to Generation Z report any interest in Meta’s metaverse.
Piper Sandler's study also suggests that 68% of teenagers identify themselves as "gamers" (who are also, offhand, the most interested in the metaverse). And the millennials' fondness for video games is not necessarily related to the pandemic. 12% want to spend even more time gaming after the coronavirus crisis.
However, teenagers are still quite wary of NFTs and blockchain , two technologies that will likely play a leading role in building the metaverse. Only 11% of millennials have already used cryptocurrencies, although 87% have heard of them. And as for NFTs, 61% are familiar with this technology and only 8% have already purchased non-fungible tokens.
Although teenagers have not yet set their sights on Web3, they are absolutely de