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The Communiqué News

One innovation that brands, retailers and consumers can hardly ignore is the metaverse, a virtual reality space where users can interact with a computer-generated environment and each other. More and more brands and retailers have discovered the metaverse for themselves and are trying to attract their customers not only offline and online, but also in the virtual space. But how exactly do they benefit from it and how is the metaverse received and perceived? Two new studies are dedicated to this topic.


Pritish Bagdi


The study “Total Immersion: How immersive experiences and the metaverse benefit customer experience and operations” by the Capgemini Research Institute examined the extent to which immersive experiences and the metaverse improve the customer experience and operations. It surveyed 8,000 consumers 18 years or older in twelve countries in Europe, North America and Asia-Pacific in July and August 2022 about their AR/VR and other mobile/web-based immersive applications, including the metaverse.

The Institute also surveyed 1,000 companies from the consumer goods, retail, discrete manufacturing, life sciences, media, telecommunications, banking and insurance sectors to find out how companies are using these immersive technologies for their internal operations. This was supplemented by in-depth interviews with executives and technology partners in the field, as well as a social listening study that used Google search analysis, social media analysis, sentiment analysis and emotion.

“The findings suggest that the much-touted immersive technologies have great potential that businesses can harness,” sums up the study.

This was also the conclusion of a joint metaverse survey by market research institute Sinus and KPMG among more than 2,000 German citizens between the ages of 14 and 39. “For retailers and service providers of certain product groups and offers, the virtual world of the metaverse can represent a central sales market in which they can reach younger target groups,” they concluded.


Companies value immersive experiences

The Capgemini study found that companies expect immersive experiences to become important not only for interacting with customers, but also for improving the work experience of their employees. 70 percent believe that immersive experiences and the metaverse will be important applications to differentiate themselves in the marketplace, especially in terms of the customer journey.

Two-thirds of the companies surveyed (66 per cent) have already developed a roadmap for immersive experiences for the next one to two years. Fifteen percent plan to establish an initial presence in the metaverse within a year, and 45 percent believe it will be mainstream within three years. However, many companies are currently still taking a cautious approach.

“We are starting to see a more sophisticated approach from companies to designing immersive experiences and specifically the metaverse. The initial interest in the metaverse was driven by investment from the big tech players. This did not adequately address the real challenges of accessibility, security, interoperability and privacy, among others. Companies are now working hard on this,” commented Sargon Korkis, head of digital experience services at Capgemini Germany, in a statement.


Metaverse challenges for companies

In addition to external factors such as immature technology or a lack of connectivity infrastructure, there are also a number of internal challenges for companies to meet and expand consumer demand. “In particular, there is a lack of strategic planning: 40 percent of companies still see immersive experience initiatives as one-off projects, not as the first step in a series of continuous improvements. Nearly two-thirds (62 percent) of companies say there is no management commitment to immersive experiences, and more than half (56 percent) have no clear roadmap for adopting such technology," finds the Capgemini study.

The interviews conducted as part of the study revealed that companies have already successfully implemented various initiatives internally, using immersive experiences and the metaverse, such as digital prototyping in the automotive industry with VR design and construction testing, training medical professionals in surgery and planning retail spaces. In the latter case, the virtual viewing of a space allows the design team to plan a store without having to physically be on site.


Consumers are “fascinated” by the metaverse

More than three fourths (77 percent) of consumers surveyed by Capgemini expect immersive experiences to influence the way they interact with people, brands and services. At 4 percent, only a small group of them are already metaverse-literate - about 380 respondents in this study. However, three quarters of them said they currently used the metaverse and would continue to do so.

The study showed that consumers are generally “fascinated” by the possibilities of immersive experiences. They are most interested in using the metaverse as a place to interact with family and friends (43 percent) and colleagues (39 percent). The brands they would most like to interact with in the metaverse include retailers (78 percent) and consumer goods companies (77 percent). “This shows that consumers particularly want to improve their shopping experience for products with high experiential value, such as cars, furniture and household electronics,” states the study.


Metaverse shopping is “conceivable”

According to the KPMG study, about 50 percent of respondents are willing to buy physical products in the digital world: 61 percent could imagine buying clothes or shoes and 50 percent cosmetics, drugstore items or DIY supplies. 43 percent would be willing to buy groceries in the virtual world.

“The survey results show that both well-known and new brands have the chance to establish themselves in the metaverse. Well-known brands have the advantage of a leap of faith. According to data, two-thirds of the respondents pay particular attention to reputable offers in the metaverse. New brands, on the other hand, can specialise in digital and unique products. More than half of the respondents estimate that they can own very unusual products in the metaverse compared to in reality,” explains Stephan Fetsch, partner and head of retail at KPMG, in a statement.

However, there is a gap between actual consumer spending and interest in the metaverse: Nearly 80 percent of respondents spent money on online purchases last year, but less than half can currently imagine shopping in the metaverse. This holds great potential for retailers.

“Against the background of the increasing popularity of the metaverse, this difference of more than 30 percentage points holds enormous potential for retailers in goods and services in the metaverse - always provided that they reach the appropriate target groups. According to the hypothesis that every euro can only be spent once, the question arises here: will consumers leave it in the online world or in the metaverse in the future?", asks Colette Lala, sector manager retail at KPMG.


Challenges for consumers

As curious as consumers are about the metaverse, their enthusiasm may be dampened by concerns about the technology: they are especially concerned about harassment, personal safety and privacy. This was the finding of a Capgemini social media analysis of more than 180,000 online conversations.

“For the metaverse, as a network of virtual worlds, security and ethical issues are important in creating a sense of community, which is critical for widespread adoption. Whether the applications are for customers or employees, companies need to address these concerns before creating their virtual spaces. They should also find a way to moderate these spaces while balancing privacy and security concerns. Therefore, they need to understand the metaverse today to avoid being left behind later,” concludes Korkis.


Mumbai (India), July 05: A new report by McKinsey & Company has suggested that the metaverse’s potential economic value could see it generate up to five trillion dollars in impact by 2030.


Swati Bhat

According to the management consulting firm, digital worlds are quickly becoming the biggest new growth opportunity for a number of industries over the next decade, including e-commerce, which it estimated could have a market impact of up to 2.6 trillion dollars by 2030.

The report said the virtual goods economy, for example, was estimated to contribute nearly 75 percent towards global gaming revenues, with about 79 percent of consumers active in the metaverse to have made a purchase, mostly to enhance their online experience.

Out of products bought, 47 percent of consumers had made in-game purchases, 37 percent bought virtual cosmetic items and 33 percent purchased real-world items.

“Consumer behavior has largely shifted toward adopting digital personas, yet many brands have yet to provide a solution,” noted AnamXR co-founder and CEO, Irene-Marie Seelig, in a statement for the report. “This opens up a whole new revenue model for brands who can supply digital assets like clothing, for example.”

McKinsey said that businesses already leveraging the metaverse “may build lasting competitive advantages”, noting that leaders should be developing a strategic stance by establishing metaverse goals and the role they want to play in it.


Mumbai [India], June 27: Union Minister for Information & Broadcasting Shri Anurag Singh Thakur has said that rapidly expanding digital infrastructure in the country and ongoing advancements taking place in the AVGC (Animation, Visual Effects, Gaming and Comics) sector have the potential to make India the preferred Post-Production hub of the media and entertainment industry.


Swati Bhat

Delivering the key-note address at the National Conference on ‘Changing Landscape of Media & Entertainment 2022’ organized by the Symbiosis Skill & Professional University in Pune, Shri Thakur said “a solid digital foundation for the AVGC sector is emerging across the country and the Government has established a Task Force for the AVGC sector in order to develop world class creative talent to meet domestic and global demand”.

The Minister said the Media & Entertainment ecosystem is a sunrise sector expected to generate Rs 4 lakh crores annually by 2025 and reach $100 billion or Rs 7.5 lakh crore industry by 2030. He further said that Government of India has designated audio-visual services as one of the 12 Champion Service Sectors and announced key policy measures aimed at nurturing sustained growth.

The Minister said the radio, film and entertainment industry has a huge employment opportunity as we leapfrog into the digital era of quality content creation. “Many job roles have emerged in the field - video editing, colour grading, Visual Effects (VFX), sound design, rotoscoping, 3D modeling etc. “Each job role in this sector requires a specific set of skills and competencies. It is imperative for industry and academia to come together and design programs relevant to the needs of this sector” he said. Shri Thakur said the government is also exploring new partnerships with the private sector to ensure Indian students are in tune with the upcoming technology trends in the sector.

Shri Thakur said Prime Minister Narendra Modi’s enthusiasm for technology has provided an oasis of opportunities to give wings to the ambition of youngsters and Prime Minister’s ambition to empower the youth has been realized by the Skill India Mission that aims to train 40 crore youth in market relevant skills.

Speaking about the ’75 Creative Minds of Tomorrow’ project undertaken during International Film Festival of India 2021, Shri Thakur said several of those talents have been creatively contributing to the media and entertainment sector and some have established successful start-ups.

Speaking about the growing start-up eco-system in India, Shri Thakur said, even during the Covid pandemic period India added as many as 50 Unicorn start-ups, which speaks volumes about India's entrepreneurial spirit. The Minister said he hopes to see more and more start-ups emerging from the talent pool produced by leading film schools like FTII and SRFTI too.


India as a Global Content hub

Stating that the content creation industry in India has undergone a massive uplift with ‘Digital India’, Shri Thakur said “with quality content, easy access and an eager audience, India is ready to narrate its own success story and become a content creation hub”. Shri Thakur further said that efforts of technical people behind the scene should be adequately recognized and rewarded, moving beyond our current focus on lead characters.

Oscar and BAFTA Awards winning sound designer Resul Pookutty was the Guest of Honour at the National Conference. He said the educational institutions should revive the ancient Indian tradition of imparting wisdom to the students to face the outside world, besides developing skill sets.

Emerging fields of opportunities in Animation, VFX, Gaming and Comics, Opportunities in OTT, TV and Film Production, Augmented Reality / Virtual Reality Immersive media skills etc were the main topics of the National Conference. Who’s who of the Media and Entertainment industry, Dr. S B Majumdar, Chancellor of Symbiosis Skills and Professional University, Pro-Chancellor Dr. Swati Majumdar, Vice Chancellor Dr Gauri Shiurkar were among those present.


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