Gartner: 25% of people will spend at least one hour a day in Metaverse by 2026

Gartner: 25% of people will spend at least one hour a day in Metaverse by 2026

Gartner: 25% of people will spend at least one hour a day in Metaverse by 2026

News unit According to the new forecast of the Gartner Research Institute, how long Previously on the website of this collection published, by 2026 about 25% of people will spend at least one hour of the day in the Metaverse for work, shopping, education, social activities or entertainment. In this way, Metaverse, with its unprecedented capabilities, will become one of the pillars of digital life and even the daily life of the inhabitants of the planet in the near future. According to Gartner’s definition, metaverse is a shared, virtual and collective space created through the convergence of physical and digital reality in a virtual format.

Marty Resnick (Marty Resnick), research vice president of Gartner, says: “Vendors are currently creating ways for users to replicate their lives in digital worlds. These activities, from attending virtual classes to buying digital land and building virtual houses, are currently carried out in separate environments. [But] in the end, it will take place in a single space [namely] the metaverse with multiple destinations among [various] technologies and experiences.”

According to Gartner’s definition, the metaverse is a sustainable ecosystem and provides complete and comprehensive experiences. It provides an advanced digital experience that can be accessed independently of the user’s device, using any device, from tablets to head-mounted displays (HMDs). Metaverse is actually a type of hybrid innovation that requires various technologies and tools for its operation; Technologies that include augmented reality (AR), flexible work style, head-mounted displays, augmented reality cloud, Internet of Things, fifth generation communication technology and artificial intelligence.

To better understand Metaverse, it can be considered as the next version of the Internet, which was initially launched as a collection of bulletin boards and independent information centers; Centers that eventually became websites in virtual and shared space. The same development pattern can be used to imagine the future of Metaverse.

Since no single developer will own Metaverse, Gartner expects the virtual economy wheel on the platform to be driven by currencies. Digital and non-physical tokens or NFTs will be circulated. In this way, Metaverse will have a significant impact on high-volume businesses that interact with their customers on a daily basis.

This environment will also affect the way things are done, and companies operating in it can perform better in interaction, cooperation and communication with employees through inclusive workspaces and virtual offices. Plus, businesses don’t need to build new infrastructure to do this, and Metaverse itself provides the required framework. The effect of which has been well demonstrated in virtual events over the past year and a half and has brought new opportunities for holding networking, collaborative and inclusive workshops.

According to Resnik, “organizations with movement From digital business to metaverse business, they will be able to expand and improve their business models in an unprecedented way.” He has further estimated that by 2026, about 30% of the world’s organizations will prepare their products and services to be offered in Metaverse.

Of course, the adoption of metaverse-based technologies is still nascent and fragmented, and Gartner cautions organizations against investing heavily in a particular metaverse. According to Reznick, “It’s too early to know which [Metavarsi] investments will last in the long term.” From his point of view, product managers should spend time to learn, explore and prepare the conditions of presence in Metaverse so that they can gain a competitive position in this ecosystem in the future.

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