Summary
In the face of both competition and economic uncertainty, companies are grappling with what they must do — if anything at this point — vis-à-vis their approach to the metaverse. The bottom line: There is no metaverse — nor is there strong consumer demand for metaverse precursor experiences. Today’s virtual online immersive gaming and entertainment platforms offer brands access to relatively few customers compared with large social media or messaging platforms. And a host of inhibitors will limit short-term adoption and usage by new consumers. This report helps companies start to build a strategy to address internal demands to adopt this shiny new thing.
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