Come back home

Young gamers and the metaverse

image of man wearing a vr headset and seeing a virtual world

There’s been a fair amount of buzz over the advent of the metaverse over the past year or two, and more than a few observers have taken a gimlet eye to the bold claims about life and commerce shifting so far into the digital realm. But one large group of consumers has been comfortable spending a lot of time in virtual worlds for years: gamers.

Younger gamers in particular, those from 13 to 17 years of age, have adopted metaverse-style games quicker and tend to be more interested in them than players a few years older (18 to 34). They’re also more likely to believe that they’ll spend more time in the future with metaverse games, by which we mean persistent and immersive virtual environments that overlap with the physical world, where players go not just for the game, but also to socialize, create things, and sometimes even attend events (see Figure 1). Even younger gamers who haven’t played in the metaverse say they’ll probably do so in the future. And half of younger gamers who don’t play online games at all say they’re interested in metaverse technology.

You can expect young gamers to spend more time on the metaverse.

Source:

  • https://www.bain.com/insights/young-gamers-and-the-metaverse-how-the-rules-of-success-are-changing/#:~:text=The%20development%20of%20metaverse%20gaming,%2C%20commerce%2C%20and%20community%20building.