2022 Multi-screen usage barometer, produced by iligo research company, dedicated to metaverse and virtual worlds.
Research firm Iligo has unveiled the 13th edition of its Multi-Screen Usage Barometer. It analyzes the evolution of the perception, digital use, as well as the relationship of the French with new technologies. The 2022 edition is particularly interested in the metaverse and virtual worlds. The survey is based on the responses of 1,000 people questioned between February 28 and March 13, 2022, aged 18 to 64 and representative of the French population in terms of sex, age, CSP and UDA5.
18-34 year olds have a wider appreciation of the possibilities offered by the metaverse
The barometer shows that 56% of French people responding to the survey know Metaverse, 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. year Disparities in perceptions of the metaverse depending on age are significant. In fact, 18-34 year olds are the ones most likely to consider meeting new people in the metaverse (75%, compared to 61% of 35-49 year olds and 49% of 50-64 year olds) and those who perceive it most differently. As a way to communicate (84%). (see image above)
Metaverse is perceived as an entertainment space by the French
For the French, the metaverse is essential above all as a means of entertainment. 81% of respondents said the same, while 77% believed the metaverse would be a way to escape from the real world. It is also envisioned as a space for exchange and meeting. Thus, 71% of respondents see it as a way to share common interests and 66% as a way to meet without health limitations.
The three main activities most anticipated by the French within the metaverse are as follows:
- Watch a movie (74%),
- Take courses, conferences and training (72%),
- Visiting an exhibition or museum (65%).
It can also be noted that, on the one hand, 59% of the respondents are going to shop. The metaverse thus represents new opportunities for brands like Nike, which has created a virtual world, Nikeland, where players can participate in mini-games and outfit their avatars with branded products. On the other hand, financial gain through investment or acquisition of virtual land or cryptocurrency is still not conceivable by most of the respondents.
French mistrust of data protection
If they consider it a place of entertainment, most French people question it, revealing the main obstacles to using Metaverse. 75% of them said that threats and dangers posed by virtual worlds (such as addiction or cyberbullying) are the main barriers to using Metaverse. 72% of respondents also underline the lack of security regarding personal data, while 6 out of 10 French (62%) believe they see no interest in the virtual world.