Fandom has released its Game Industry Situation Report 2022, which covers the metaverse array.
Accordingly, Fandom’s report has in-depth explorations of trends and challenges of the global gaming industry, including the hot metaverse segment of recent times. The report also reflects the consumer behavior of players in the gaming sector.
Players say that the metaverse has positively impacted their skills in real life, such as: Creativity (67%), performance (50%), social skills (48%). There are more players in the metaverse than ever before, but the metaverse’s influence isn’t as widespread as one might think.
Gamers spend most of their time exploring the metaverse of already familiar games. Gamers tend not to enter the metaverse without prior experience.
While the concept of the metaverse is not new, the growth of technologies like Web3, as well as digital trends and mainstream media coverage caused by the pandemic, have make the metaverse more noticeable. The factors that gamers in the metaverse are most interested in include:
+ Explore familiar worlds (72%)+ Compete with other players (45%)+ Socialize with other players (41%)+ Sense of control and ownership (39%)
However, in the metaverse, brands are still lagging behind in consumer interest as 54% of players are excited about the development of the metaverse. Only 33% of gamers want to see real-life brands in the metaverse. Only 28% of players said that brands with merchandise in the metaverse would change their perception in real life. Players expect more creator-led content in the metaverse than advertiser-delivered content. Additionally, 30% expect content from advertisers and 64% expect new content created by other players.
So while many have high expectations for games in the metaverse, only player-led brand interactions can succeed. The majority of consumers (72%) are willing to use the metaverse for non-gaming experiences and activities, including: socializing (37%), watching TV and movies (35%), enjoying a concert (26%), shopping (17%), celebrity meetups (13%), sporting events (9%).
The report states that 76% of fans say they’ve played the game in the metaverse, with 48% of them playing in the metaverse more than ever. Only 30% of consumers subscribe to game subscription services offered by current industry leaders including: 53% of gamers subscribe to Xbox Game Pass, 44% of players subscribe to Nintendo Switch Online, 21% PlayStation subscription players, 40% of respondents view competitive game content in a variety of ways.
Note the state of the game industry report for 2022 conducted from July 1 to July 7, 2022. Fandom is one of the largest user statistics platforms in the world, where thousands of players are immersed yourself in the world of entertainment and games. Reaching over 300 million monthly visitors and hosting over 250,000 wikis, Fandom.com is the #1 source of insight into pop culture, games, TV, and film. Many fans can learn about and celebrate their favorite “fan culture” on the platform. Fandom’s games business unit manages its direct-to-consumer subscription business, including online video game retailer Fanatical.