Building a Metaverse Research Community | Considerations and Conclusions From Our Recent Teen Study

 

The metaverse has opened up a new world of interaction and communication, especially for teens. Nearly a third of US teens own a VR device, with 14% using it weekly, according to a recent survey by Piper Sandler.

Our community of 52 tech-savvy teens who use a VR headset at least once a week recently weighed in on ways to engage them in metaverse research, preferences for sharing thoughts, and desired incentives for participating. 

  • 100% of our participants would welcome research opportunities in the metaverse
  • 44% would be more comfortable using an avatar to share their thoughts
  • Teens’ top rewards for participating include:  
  1. Cash/Gift cards 
  2. Game/VR-related rewards 
  3. The experience/opportunity to share their opinion

Tags

0 Comments

Leave a comment

Leave a Reply

Your email address will not be published. Required fields are marked *

You may also Like

Reimagining Consumer Insights: When Ethnography Meets AI

At IIEX North America, our presentation with Riviter explored how combining ethnographic video research with AI-powered social visual analytics uncovers deeper insights about consumer behavior and decision-making. Bringing...

Seeing is Believing: How Video Ethnography Reveals the Home Comfort Paradox

The Modern Connection Dilemma A curious contradiction is emerging in how consumers live, socialize, and find fulfillment. Our latest research reveals that while people consistently report their most...

Digital Accessibility: How People with Disabilities Use Technology

In today’s digital-first world, technology serves as both a gateway and barrier for people with disabilities. Our recent Lens Library research reveals powerful insights into how individuals navigate...