By 2026, 25% of people will spend at least one hour a day in the Metaverse for work, shopping, education, social and/or entertainment reasons, according to Gartner.
“Vendors are already building ways for users to replicate their lives in digital worlds,” said Marty Resnick, Research Vice President at Gartner. “From attending virtual classrooms to buying digital land and constructing virtual homes, these activities are currently being conducted in separate environments. Eventually, they will take place in a single environment – the Metaverse – with multiple destinations across technologies and experiences.”
Gartner defines a Metaverse as a collective virtual shared space, created by the convergence of virtually enhanced physical and digital reality. It is persistent, providing enhanced immersive experiences, as well as device independent and accessible through any type of device, from tablets to head-mounted displays.
Because no single vendor will own the Metaverse, Gartner expects it to have a virtual economy enabled by digital currencies and nonfungible tokens (NFTs). The Metaverse will impact every business that consumers interact with every day.
“Enterprises will have the ability to expand and enhance their business models in unprecedented ways by moving from a digital business to a Metaverse business,” said Resnick. “By 2026, 30% of the organizations in the world will have products and services ready for Metaverse.”