ββDo you know what "metaverse" means?
β The phrase "metaverse" derives from the prefix "meta" (beyond) and the stem "verse" (universe). The term means "beyond the universe." Moreover, the metaverse has its origins in Neal Stephenson's 1992 sci-fi novel Snow Crash. It's also in Ernest Cline's Ready Player One and William Gibson's Neuromancer.
#blockchain #playtoearn #metaverse #facts #trends #gametoken #VR #AR
β The phrase "metaverse" derives from the prefix "meta" (beyond) and the stem "verse" (universe). The term means "beyond the universe." Moreover, the metaverse has its origins in Neal Stephenson's 1992 sci-fi novel Snow Crash. It's also in Ernest Cline's Ready Player One and William Gibson's Neuromancer.
#blockchain #playtoearn #metaverse #facts #trends #gametoken #VR #AR
ββπ²Did you know that by 2026, 25% of people may spend an hour per day in the metaverse?
According to Gartner, 25% of people will spend an hour per day in the metaverse by 2026 for work, shopping, education, entertainment, and social. Whatβs more, 30% of organisations in the world will have products and services ready for metaverse.
#blockchain #playtoearn #metaverse #facts #trends #gametoken #VR #AR
According to Gartner, 25% of people will spend an hour per day in the metaverse by 2026 for work, shopping, education, entertainment, and social. Whatβs more, 30% of organisations in the world will have products and services ready for metaverse.
#blockchain #playtoearn #metaverse #facts #trends #gametoken #VR #AR
ββDid you know that 74% of US adults are joining or considering joining the metaverse?
βAccording to statistics, almost three-fourths of the US population is on board for joining the metaverse. Why so many? The top reasons for joining the metaverse are to experience things they canβt in physical reality (41%), to communicate with others in the metaverse (40%), and to escape their physical surroundings (28%). These interests provide a wide metaverse user demographic range.
#blockchain #playtoearn #metaverse #facts #trends #gametoken #VR #AR
βAccording to statistics, almost three-fourths of the US population is on board for joining the metaverse. Why so many? The top reasons for joining the metaverse are to experience things they canβt in physical reality (41%), to communicate with others in the metaverse (40%), and to escape their physical surroundings (28%). These interests provide a wide metaverse user demographic range.
#blockchain #playtoearn #metaverse #facts #trends #gametoken #VR #AR
ββDid you know that global shipments for AR/VR devices in 2024 will reach 76.7 million?
βοΈ Moreover, it is predicted that AR and VR headset sales will increase in the following years, with combined technologies selling over 26 million units annually by 2023.
#blockchain #playtoearn #metaverse #facts #trends #gametoken #VR #AR
βοΈ Moreover, it is predicted that AR and VR headset sales will increase in the following years, with combined technologies selling over 26 million units annually by 2023.
#blockchain #playtoearn #metaverse #facts #trends #gametoken #VR #AR
ββDid you know that 32% of market growth in the Metaverse comes from North America?
πΉIt has invested in leading platforms like Meta, Corporation, Roblox, NVIDIA Corporation, and others.
#blockchain #playtoearn #metaverse #facts #trends #gametoken #VR #AR
πΉIt has invested in leading platforms like Meta, Corporation, Roblox, NVIDIA Corporation, and others.
#blockchain #playtoearn #metaverse #facts #trends #gametoken #VR #AR
ββDid you know that the global virtual fitting room market size is forecast to grow from approximately $3 billion in 2022 to $13 billion in 2028?
β‘The Covid pandemic significantly accelerated online shopping, but consumers still largely prefer to shop for clothes in person. But this may change once virtual fitting rooms start to see mainstream use. For businesses, a fully functioning virtual fitting room can facilitate proper sizing, mixing and matching outfits, upselling, and testing new designs.
#blockchain #playtoearn #metaverse #facts #trends #gametoken #VR #AR
β‘The Covid pandemic significantly accelerated online shopping, but consumers still largely prefer to shop for clothes in person. But this may change once virtual fitting rooms start to see mainstream use. For businesses, a fully functioning virtual fitting room can facilitate proper sizing, mixing and matching outfits, upselling, and testing new designs.
#blockchain #playtoearn #metaverse #facts #trends #gametoken #VR #AR
ββDid you know that 400 million people worldwide are active users of the metaverse?
β‘Although still very early, around 400 million people are users of the metaverse. Of those, 80% of metaverse users are younger than 16. Although many industries are pursuing opportunities within the metaverse, most current metaverse applications are geared toward gamers. Top virtual games include Roblox, Minecraft, and Fortnite, which have 210, 160, and 80 million active users, respectively.
#blockchain #playtoearn #metaverse #facts #trends #gametoken #VR #AR
β‘Although still very early, around 400 million people are users of the metaverse. Of those, 80% of metaverse users are younger than 16. Although many industries are pursuing opportunities within the metaverse, most current metaverse applications are geared toward gamers. Top virtual games include Roblox, Minecraft, and Fortnite, which have 210, 160, and 80 million active users, respectively.
#blockchain #playtoearn #metaverse #facts #trends #gametoken #VR #AR
ββDid you know that it is estimated that one billion people need to be trained differently by 2030?
And the metaverse could be of assistance.
βBut in the same time, only 28% of the US population can envisage educational prospects in the metaverse.
#blockchain #playtoearn #metaverse #facts #trends #gametoken #VR #AR
And the metaverse could be of assistance.
βBut in the same time, only 28% of the US population can envisage educational prospects in the metaverse.
#blockchain #playtoearn #metaverse #facts #trends #gametoken #VR #AR
ββDid you know that 53% of people are willing to spend over $300 on basic VR headsets and controllers?
βMore than half of consumers state they'd invest a modest $300 on basic VR products. 48% of consumers say theyβd be willing to spend $700 or more on advanced VR gear, such as helmets, gloves, and sleeves (assuming the products enable the user to feel in life what their avatar is experiencing in the game.)
#blockchain #playtoearn #metaverse #facts #trends #gametoken #VR #AR
βMore than half of consumers state they'd invest a modest $300 on basic VR products. 48% of consumers say theyβd be willing to spend $700 or more on advanced VR gear, such as helmets, gloves, and sleeves (assuming the products enable the user to feel in life what their avatar is experiencing in the game.)
#blockchain #playtoearn #metaverse #facts #trends #gametoken #VR #AR
ββDid you know that οΈ 70% of consumers between the ages of 16 and 44 are aware of AR? Despite the fact that the technology became available only a few years ago.
π₯Stats show that the adoption rate is akin to that of eCommerce.
#blockchain #playtoearn #metaverse #facts #trends #gametoken #VR #AR #ecommerce
π₯Stats show that the adoption rate is akin to that of eCommerce.
#blockchain #playtoearn #metaverse #facts #trends #gametoken #VR #AR #ecommerce
ββDid you know that 50% of US adults say lower-priced VR headsets are the primary factor driving the use of the metaverse?
π² A survey of over 4,000 US adults found that the primary factor driving the use of the metaverse is lower-priced VR headsets. After pricing, the next most relevant factors, in order of importance, are larger amounts of content (40%), adoption by family and friends (39%), government regulations (36%), and use in the workplace (30%).
#blockchain #playtoearn #metaverse #facts #trends #gametoken #VR #AR #ecommerce
π² A survey of over 4,000 US adults found that the primary factor driving the use of the metaverse is lower-priced VR headsets. After pricing, the next most relevant factors, in order of importance, are larger amounts of content (40%), adoption by family and friends (39%), government regulations (36%), and use in the workplace (30%).
#blockchain #playtoearn #metaverse #facts #trends #gametoken #VR #AR #ecommerce