The 2022 multiscreen usage barometer, produced by the iligo research agency, is dedicated to the metaverse and virtual worlds.
The research agency iligo presented the 13th edition of its multiscreen usage barometer. This analyzes perception, digital uses, as well as the evolution of the relationship of the French with new technologies. The 2022 edition is particularly interested in the metaverse and virtual worlds. This survey is based on the responses of 1,000 people questioned between 28 February and 13 March 2022, aged between 18 and 64, and representative of the French population in terms of gender, age, CSP and UDA5.
18-34 year olds have a broader perception of the possibilities offered by the metaverse
The barometer shows that the metaverse is known by 56% of the French who responded to the survey, who claim to have heard of it: 68% of 18-34 year-olds, 56% of 35-49 year-olds and 43% of 50-64 year olds years year. The disparities are significant in the perception of the metaverse, depending on the age. In fact, 18-34 year olds are those who consider it easier to meet new people in the metaverse (75%, against 61% of 35-49 year olds and 49% of 50-64 year olds) and who perceive it more as a way to interact. differently (84%). (see photo above)
The metaverse perceived by the French as an entertainment space
For the French, the metaverse is essential above all as a means of entertainment. This is what 81% of respondents say, while 77% believe that the metaverse would be a way to escape the real world. It is also intended as a space for exchange and meeting. Therefore, 71% of respondents see it as a way to share common interests and 66% as a way to meet without health constraints.
The three main activities most anticipated by the French within the metaverse are the following:
- Watch a movie (74%),
- Take courses, conferences and training (72%),
- Go to an exhibition or museum (65%).
It can also be noted that, on the one hand, going shopping is cited by 59% of the interviewees. The metaverse therefore represents new opportunities for brands such as Nike, which has created a virtual world, Nikeland, in which players can participate in mini-games and equip their avatar with branded products. On the other hand, financial gains through investments or the acquisition of virtual land or cryptocurrencies are still not conceivable by the majority of respondents.
Distrust of the French regarding data protection
If they consider it an entertainment space, most of the French people interviewed expressed great obstacles to the use of the metaverse. 75% of them say that threats and dangers posed by virtual worlds (such as addiction or cyberbullying) are the main obstacle to using the metaverse. 72% of respondents also stress the lack of security regarding personal data, while 6 out of 10 French people (62%) believe they see no interest in virtual worlds.