版權(quán)說(shuō)明:本文檔由用戶提供并上傳,收益歸屬內(nèi)容提供方,若內(nèi)容存在侵權(quán),請(qǐng)進(jìn)行舉報(bào)或認(rèn)領(lǐng)
文檔簡(jiǎn)介
DIGITAL
&
TRENDSXRintheUnitedStatesCHAPTER
01OverviewAR/VRB2CmarketrevenueintheUnitedStatesfrom2017to2027(inbillionU.S.dollars)AR/VRB2CmarketrevenueintheU.S.2017-202716141210814.2413.0911.8610.268.577.065.864.83.913.334202.91201720182019202020212022202320242025202620274Description:TherevenueintheAR&VRmarketintheUnitedStateswasforecasttocontinuouslyincreasebetween2023and2027by5.7billionU.S.dollars(+66.51percent).Accordingtothisforecastin2027,therevenuewillhaveincreasedforthefourthconsecutiveyearto14.24billionU.S.dollars.Notably,therevenueoftheAR&VRmarketwascontinuouslyincreasingoverthepastyears.ReadmoreNote(s):UnitedStates;2017to2027Source(s):Advertising&MediaInsightsAR/VRB2CmarketrevenuegrowthintheUnitedStatesfrom2018to2027AR/VRB2CmarketrevenuegrowthintheU.S.2018-202725%22.63%23%21%19%17%15%13%11%9%21.67%21.45%20.89%19.7%17.37%15.61%14.44%10.39%20268.81%20277%5%201820192020202120222023202420255Description:TherevenuechangeintheAR&VRmarketintheUnitedStateswasforecasttocontinuouslydecreasebetween2023and2027byintotal12.6percentagepoints.Afterthefifthconsecutivedecreasingyear,theindicatorisestimatedtoreach8.81percentandthereforeanewminimumin2027.ReadmoreNote(s):UnitedStates;2018to2027Source(s):Advertising&MediaInsightsAugmentedreality(AR)andvirtualreality(VR)headsetshipmentsworldwidefrom2022to2027,bysegment(inmillionunits)AR/VRheadsetshipmentsworldwide2022-2027,bysegmentARVR353025201510524.6521.0417.213.279.598.556.413.721.630.862024*00.2820220.472023*2025*2026*2027*6Description:In2022,8.83millionaugmentedreality(AR)andvirtualreality(VR)headsetshipmentswererecorded.In2023,AR/VRheadsetshipmentsareexpectedtoreach10.06millionunits,ofwhichVRdeviceswillaccountfor9.59million.ReadmoreNote(s):Worldwide;Q42022;*Forecast.ReadmoreSource(s):IDCAugmentedreality(AR)andvirtualreality(VR)headsetshipmentyear-over-yeargrowthworldwidefrom2021to2026AR/VRheadsetshipmentyear-over-yeargrowthworldwide2021-2026Augmentedreality(AR)Virtualreality(VR)180%160%140%120%100%80%60%40%20%0%-20%20212022*2023*2024*2025*2026*7Description:In2023,virtualreality(VR)headsetshipmentsareforecasttogrowbyjustunder43percentwhileaugmentedreality(AR)headsetshipmentsaresettoobservea94percentyear-over-yeargrowthinthatsameyear.
ReadmoreNote(s):Worldwide;2021to2022;*ForecastReadmoreSource(s):IDCAugmentedreality(AR)andvirtualreality(VR)headsetshipmentsworldwidefrom2021to2026,bymarket(inmillionunits)AR/VRheadsetshipmentsworldwide2021-2026,bymarketConsumerCommercial605040302010019.5813.768.25.5917.81202330.8820263.2625.3120251.699.5421.13202413.24202120228Description:In2021,9.54millionaugmentedreality(AR)andvirtualreality(VR)headsetshipmentswererecordedintheconsumermarket,while1.69millionwererecordedinthecommercialmarket.In2022,consumerAR/VRheadsetshipmentsareexpectedtoreach13.24millionunits.ReadmoreNote(s):Worldwide;Q42021Source(s):IDCCHAPTER
02Augmentedreality(AR)Augmentedreality(AR)B2CmarketrevenueintheUnitedStatesfrom2017to2027(inbillionU.S.dollars)ARB2CmarketrevenueintheU.S.2017-202711.010.09.08.07.06.05.04.03.02.01.02017201820192020202120222023202420252026202710/statistics/1338856/ar-b2c-market-revenue-usTherevenueintheARmarketintheUnitedStateswasforecasttocontinuouslyincreasebetween2023and2027.Aftertheconsecutiveincreasingyears,therevenueisestimatedtoreach9.86billionU.S.dollarsandthereforeanewpeakin2027.
ReadmoreNote(s):UnitedStates;2017to2027Source(s):Advertising&MediaInsightsAugmentedreality(AR)B2CmarketrevenuegrowthintheUnitedStatesfrom2018to2027,bysegmentARB2CmarketrevenuegrowthintheU.S.2018-2027,bysegmentARadvertisingARhardwareARsoftware140%120%100%80%60%40%20%0%201820192020202120222023202420252026202711Description:TheU.S.ARB2Cindustryconsistsofthreesegments:ARadvertising,ARhardware,andARsoftware.Theyareestimatedtohavearevenuegrowthrangingbetween12.9percent(ARsoftware)and118.6percent(ARhardware)in2022.
ReadmoreNote(s):UnitedStates;2018to2022Source(s):Advertising&MediaInsightsRevenueoftheARsoftwareindustryintheU.S.2017-2027(inbillionU.S.dollars)RevenueoftheARsoftwareindustryintheU.S.2017-20275.55.04.54.03.53.02.52.01.52017201820192020202120222023202420252026202712Description:Therevenueinthearsoftwaresegmentofthear&VRmarketintheUnitedStateswasforecasttocontinuouslyincreasebetween2023and2027by1.3billionU.S.dollars(+36.01percent).Afterthefourthconsecutiveincreasingyear,therevenueisestimatedtoreach4.9billionU.S.dollarsandthereforeanewpeakin2027.Notably,therevenueofthearsoftwaresegmentofthear&VRmarketwascontinuouslyincreasingoverthepastyears.FindfurtherinformationconcerningtheAR&VR[...]
ReadmoreNote(s):UnitedStates;2017to2027Source(s):Advertising&MediaInsightsAugmentedreality(AR)softwareB2CmarketrevenueintheUnitedStatesfrom2017to2027,bysegment(inbillionU.S.dollars)ARsoftwareB2CmarketrevenueintheU.S.2017-2027,bysegmentAReCommerceARgamingARsocialmedia2.52.01.51.00.50.02017201820192020202120222023202420252026202713Description:TherevenueintheU.S.ARsoftwareB2Cindustryisestimatedtoincreaseto4.9billionU.S.dollarsby2027.Similartotoday,ARgamingisexpectedtoremainthebiggestsegmentintheARsoftwareB2Cmarket,reaching2.3billionU.S.dollarsinthatsameyear.ReadmoreNote(s):UnitedStates;2017to2022Source(s):Advertising&MediaInsightsRevenueoftheARhardwareindustryintheU.S.2020-2027(inbillionU.S.dollars)RevenueoftheARhardwareindustryintheU.S.2020-20273.53.02.52.01.51.00.50.02020202120222023202420252026202714Description:Therevenueinthearhardwaresegmentofthear&VRmarketintheUnitedStateswasforecasttocontinuouslyincreasebetween2023and2027by2.5billionU.S.dollars(+287.36percent).Accordingtothisforecastin2027,therevenuewillhaveincreasedforthefourthconsecutiveyearto3.32billionU.S.dollars.Notably,therevenueofthearhardwaresegmentofthear&VRmarketwascontinuouslyincreasingoverthepastyears.Findotherkeymarketindicatorsconcerningthear[...]
ReadmoreNote(s):UnitedStates;2020to2027Source(s):Advertising&MediaInsightsRevenueoftheARadvertisingindustryintheU.S.2017-2027(inbillionU.S.dollars)RevenueoftheARadvertisingindustryintheU.S.2017-20271.81.61.41.21.00.80.60.40.20.02017201820192020202120222023202420252026202715Description:Therevenueinthearadvertisingsegmentofthear&VRmarketintheUnitedStateswasforecasttocontinuouslyincreasebetween2023and2027by0.6billionU.S.dollars(+57.14percent).Afterthefourthconsecutiveincreasingyear,therevenueisestimatedtoreach1.64billionU.S.dollarsandthereforeanewpeakin2027.Notably,therevenueofthearadvertisingsegmentofthear&VRmarketwascontinuouslyincreasingoverthepastyears.Findfurtherinformationconcerningthe[...]
ReadmoreNote(s):UnitedStates;2017to2027Source(s):Advertising&MediaInsightsCHAPTER
03Virtualreality(VR)Virtualreality(VR)B2CmarketrevenueintheUnitedStatesfrom2017to2027(inbillionU.S.dollars)VRB2CmarketrevenueintheU.S.2017-20275.04.54.03.53.02.52.01.51.00.52017201820192020202120222023202420252026202717Description:TherevenueintheVRmarketintheUnitedStateswasforecasttocontinuouslyincreasebetween2023and2027.Accordingtothisforecastin2027,therevenuewillhaveincreasedforconsecutiveyearsto4.38billionU.S.dollars.
ReadmoreNote(s):UnitedStates;2017to2027Source(s):Advertising&MediaInsightsVirtualreality(VR)B2CmarketrevenuegrowthintheUnitedStatesfrom2018to2027,bysegmentVRB2CmarketrevenuegrowthintheU.S.2018-2027,bysegmentVRsoftwareVRhardwareVRadvertising60%50%40%30%20%10%0%201820192020202120222023202420252026202718Description:TheU.S.VRB2Cindustryconsistsofthreesegments:VRsoftware,VRhardware,andVRadvertising.Theyareestimatedtohavearevenuegrowthrangingbetween7.9percent(VRadvertising)and45.8percent(VRsoftware)in2022.
ReadmoreNote(s):UnitedStates;2018to2022Source(s):Advertising&MediaInsightsRevenueoftheVRsoftwareindustryintheU.S.2017-2027(inmillionU.S.dollars)RevenueoftheVRsoftwareindustryintheU.S.2017-20271,4001,2001,00080060040020002017201820192020202120222023202420252026202719Description:TherevenueintheVRsoftwaresegmentofthear&VRmarketintheUnitedStateswasforecasttocontinuouslyincreasebetween2023and2027by363.3millionU.S.dollars(+43.69percent).Afterthefourthconsecutiveincreasingyear,therevenueisestimatedtoreach1.2billionU.S.dollarsandthereforeanewpeakin2027.Notably,therevenueoftheVRsoftwaresegmentofthear&VRmarketwascontinuouslyincreasingoverthepastyears.FindfurtherinformationconcerningtheAR&[...]
ReadmoreNote(s):UnitedStates;2017to2027Source(s):Advertising&MediaInsightsVirtualreality(VR)softwareB2CmarketrevenueintheUnitedStatesfrom2017to2027,bysegment(inmillionU.S.dollars)VRsoftwareB2CmarketrevenueintheU.S.2017-2027,bysegmentVRgamingVRvideo1,2001,00080060040020002017201820192020202120222023202420252026202720Description:TherevenueintheU.S.VRsoftwareB2Cindustryisestimatedtoincreaseto1.19billionU.S.dollarsby2027.Similartotoday,VRgamingisexpectedtoremainthebiggestsegmentintheVRsoftwareB2Cmarket,generating994millionU.S.dollarsinthatsameyear.ReadmoreNote(s):UnitedStates;2017to2022Source(s):Advertising&MediaInsightsRevenueoftheVRhardwareindustryintheU.S.2017-2027(inbillionU.S.dollars)RevenueoftheVRhardwareindustryintheU.S.2017-20273.53.02.52.01.51.00.52017201820192020202120222023202420252026202721Description:TherevenueintheVRhardwaresegmentofthear&VRmarketintheUnitedStateswasforecasttocontinuouslyincreasebetween2023and2027byonebillionU.S.dollar(+46.3percent).Afterthefourthconsecutiveincreasingyear,therevenueisestimatedtoreach3.13billionU.S.dollarsandthereforeanewpeakin2027.Notably,therevenueoftheVRhardwaresegmentofthear&VRmarketwascontinuouslyincreasingoverthepastyears.FindfurtherinformationconcerningtheAR&[...]
ReadmoreNote(s):UnitedStates;2017to2027Source(s):Advertising&MediaInsightsVirtualreality(VR)hardwareB2CmarketrevenueintheUnitedStatesfrom2017to2027,bysegment(inbillionU.S.dollars)VRhardwareB2CmarketrevenueintheU.S.2017-2027,bysegmentStandaloneHMDTetheredHMD2.52.01.51.00.50.02017201820192020202120222023202420252026202722Description:TherevenueintheU.S.VRhardwareB2Cindustryisestimatedtoincreaseto3.13billionU.S.dollarsby2027.Similartotoday,standaloneHMDdevicesareexpectedtoremainthebiggestsegment,risingto2.29billionU.S.dollars.
ReadmoreNote(s):UnitedStates;2017to2022Source(s):Advertising&MediaInsightsRevenueoftheVRadvertisingindustryintheU.S.2017-2027(inmillionU.S.dollars)RevenueoftheVRadvertisingindustryintheU.S.2017-20275550454035302017201820192020202120222023202420252026202723Description:TherevenueintheVRadvertisingsegmentofthear&VRmarketintheUnitedStateswasforecasttocontinuouslyincreasebetween2023and2027byfourmillionU.S.dollars(+8.77percent).Accordingtothisforecastin2027,therevenuewillhaveincreasedforthefourthconsecutiveyearto49.56millionU.S.dollars.Notably,therevenueoftheVRadvertisingsegmentofthear&VRmarketwascontinuouslyincreasingoverthepastyears.Findfurtherinformationconcerningtherevenuein[...]
ReadmoreNote(s):UnitedStates;2017to2027Source(s):Advertising&MediaInsightsCHAPTER
04ConsumptionFrequencyofaugmentedrealityuse(AR)intheUnitedStatesasofOctober2022FrequencyofARuseintheU.S.2022Shareofrespondents30%
40%0%10%20%50%60%70%80%78%90%Idon'tuseaugmentedrealityLessoftenthanmonthlyMonthly7%3%Weekly4%MultipletimesaweekDaily4%4%25/statistics/1310579/augmented-reality-use-frequency-usAccordingtoa2022surveyofAmericanhouseholds,around78percentofsurveyrespondentsdidnotuseaugmentedreality(AR).Bycontrast,onlyfourpercentoftherespondentsusedARdaily,whileafurtherfourpercentuseARmultipletimesaweek.ReadmoreNote(s):UnitedStates;October13to20,2022;780respondents;18yearsandolderSource(s):VorhausAdvisorsReasonstolikeaugmentedreality(AR)intheUnitedStatesasofOctober2022,byusecaseReasonstolikeARintheU.S.2022,byusecaseShareofrespondents10%
15%0%5%20%25%30%35%40%38%Non-specificpositiveresponse(e.g.Ilikeit)Beingimmersedintoanotherworld/escapeIsfun/entertaining13%13%It'sanewordifferentexperienceGamingexperience9%5%5%4%3%InteractingwithablendofthephysicalworldInnovativetechnology/futuristicEducational26Description:Duringa2022surveyintheUnitedStates,itwasfoundthatamongrespondentswhouseaugmentedreality(AR),about40percentsaidthattheydonothaveaspecificreasonforwhytheylikeusingit.Justunder15percentsaidthattheyliketouseARitinvolvesbeingimmersedintoanotherworldortoescape.ReadmoreNote(s):UnitedStates;October13to20,2022;93respondents;18yearsandolderSource(s):VorhausAdvisorsInterestinaugmentedreality(AR)intheUnitedStatesasofOctober2022,byusecaseInterestinARintheU.S.2022,byusecaseShareofrespondents10%0%5%15%20%25%30%Games27%Travel/DrivingWatchingmoviesandTVshowsImmersiveenvironmentsTraining/educationHistory14%13%12%11%11%Music8%Imaginaryenvironments5%27Description:Amongrespondentstoa2022surveyofAmericansinterestedinaugmentedreality(AR),27percentareinterestedinARforgames.Othertopicsofinterestlagfarbehindinpopularityandincludetravel/driving,watchingmovesandtvshows,andimmersiveenvironments.ReadmoreNote(s):UnitedStates;October13to20,2022;480respondents;18yearsandolderSource(s):VorhausAdvisorsLevelofknowledgeregardingaugmentedreality(AR)intheUnitedStatesasofOctober2022,byageLevelofknowledgeregardingARintheU.S.2022,byageShareofrespondents35-54
55+
Generalpopulation60%
80%18-3440%0%20%100%120%140%1-Havenoknowledge18%19%25%24%46%33%231%26%326%21%18%21%418%18%17%5%12%5-Veryknowledgeable13%1%
9%28Description:LessthanaquarterofrespondentsinanOctober2022surveyofAmericanhouseholdsareknowledgeableaboutaugmentedreality(AR).Amongthosebetween18and34yearsofage,almost36percentareknowledgeableaboutAR.
ReadmoreNote(s):UnitedStates;October13to20,2022;780respondents;18yearsandolderSource(s):VorhausAdvisorsFrequencyofvirtualreality(VR)useintheUnitedStatesasofOctober2022FrequencyofVRuseintheU.S.2022Shareofrespondents30%0%10%9%20%40%50%60%70%80%76%Idon'tuseaugmentedrealityLessoftenthanmonthlyMonthly3%Weekly4%MultipletimesaweekDaily5%3%29/statistics/1310597/virtual-reality-use-frequency-usDuringa2022surveyintheUnitedStates,itwasfoundthatover75percentrespondentsdidnotusevirtualreality(VR).Onthecontrary,onlythreepercentoftherespondentsusedVRdaily,whileafurtherfivepercentuseVRmultipletimesaweek.
ReadmoreNote(s):UnitedStates;October13to20,2022;1,264respondents;18yearsandolderSource(s):VorhausAdvisorsReasonstolikevirtualreality(VR)intheUnitedStatesasofOctober2022,byusecaseReasonstolikeVRintheU.S.2022,byusecaseShareofrespondents15%0%5%10%20%25%30%35%35%40%Non-specificpositiveresponseFeelsreal/immersiveToescape/seedifferentworldsFuntoplay20%14%10%Newtechnology/differentGameplayexperience8%5%Tolearn/travel2%30Description:Duringa2022surveyintheUnitedStates,amongthoserespondentswhousevirtualreality(VR),overonethirdsaidthattheydidnothaveaspecificreasonforwhytheylikeusingit.Around20percentsaidthattheylikedtouseVRitasitfeelsrealandisimmersive.ReadmoreNote(s):UnitedStates;October13to20,2022;153respondents;18yearsandolderSource(s):VorhausAdvisorsInterestinvirtualreality(VR)intheUnitedStatesasofOctober2022,byusecaseInterestinVRintheU.S.2022,byusecaseShareofrespondents15%0%Games5%10%20%25%30%35%40%37%Travel12%Music9%9%9%WatchingmoviesandTVshowsImmersiveenvironmentsTraining/EducationImaginaryenvironmentsHistory8%8%7%Makingcontentbetter1%31Description:Duringa2022surveyofAmericansinterestedinvirtualreality,37percentofrespondentsstatedthattheyinterestedinusingvirtualreality(VR)forgames.OthertopicsofVRinterestlaggedfarbehindinpopularity,includingtravelandmusic.ReadmoreNote(s):UnitedStates;October13to20,2022;306respondents;18yearsandolderSource(s):VorhausAdvisorsLevelofknowledgeregardingvirtualreality(VR)intheUnitedStatesasofOctober2022,byageLevelofknowledgeregardingVRintheU.S.2022,byageShareofrespondentsGeneralpopulation
55+
35-5425%18-3430%0%5%10%15%20%35%34%40%45%50%49%55%1-Havenoknowledge21%15%26%32%223%13%13%19%19%322%31%12%3%421%21%10%2%5-Veryknowledgeable14%32Description:Ina2022surveyofAmericanhouseholds,amongthoserespondentswhohaveheardofvirtualreality(VR),22percentsaidthattheyareknowledgeableaboutVR.Amongthoseagedbetween18and34,around42percentstatedtheywereknowledgeableaboutVR.ReadmoreNote(s):UnitedStates;October13to20,2022;1,264respondents;18yearsandolderSource(s):VorhausAdvisorsCHAPTER
05Specialfocus:metaverseFamiliaritywiththemetaverseaccordingtoadultsintheUnitedStatesasofOctober2022U.S.adultsfamiliarwiththemetaverse2022Shareofrespondents1-Notatallfamiliar40%23-Neutral60%45-Veryfamiliar80%0%20%100%120%GenPop18-3435-5455+34Description:AsofOctober2022,45percentofsurveyedadultsintheUnitedStatesratedtheirfamiliaritywiththewordmetaverseasverylow.Overall,justundertwointenrespondingadultsstatedtheywereveryfamiliarwiththeconceptofthemetaverseinthecontextofgaming,digitalcontent,anddigitalentertainment.ReadmoreNote(s):UnitedStates;October13to20,2022;2,000respondents;18yearsandolderSource(s):VorhausAdvisorsReasonsforadultsintheUnitedStatestobeinterestedinthemetaverseasofOctober2022MetaverseappealaccordingtointerestedadultsintheU.S.2022Shareofrespondents4%
6%0%2%8%10%12%14%NothingappealstomeaboutitInteractionwithotherpeopleNewtechnology/SomethingnewVirtualreality13%11%10%9%Soundsinteresting/LikeconceptExploringvirtualworldsNewlifeexperiences/AdventureGaming8%6%5%4%4%EverythingFuturistic3%3%Abilitytoexplorenew...35Description:AsofOctober2022,11percentofadultsintheUnitedStateswhowereinterestedinthemetaversesaidthattheinteractionwithotherpeoplewaswhatmadethemetaverseappealing.However,another13percentofrespondentsstatedthatdespitetheirgeneralinterest,nothinginparticularappealedtothemaboutthemetaverse.ReadmoreNote(s):UnitedStates;October13to20,2022;617respondents;18yearsandolder;amongthosewhoareinterestedinametaverseexperienceSource(s):VorhausAdvisorsReasonsforadultsintheUnitedStatestonotbeinterestedinthemetaverseasofOctober2022MetaversedisinterestaccordingtouninterestedadultsintheU.S.2022Shareofrespondents15%0%5%10%20%25%30%35%JustnotinterestedinitDon'tknowenoughaboutitIpreferreality32%15%9%Toocomplicated7%7%ItisnotsomethingIneedNotenoughtime6%NotinterestedingamingI'mtoooldforit5%4%ConnectiontoFacebookGeneralnegativecommentPrivacy/Securityconcerns3%3%3%36Description:AsofOctober2022,32percentofadultsintheUnitedStateswhowereuninterestedinthemetaversesaidthattheywerenotinterestedintheoverallconcept,orwouldn'tuseit.Another15percentofrespondentsstatedthattheydidnotknowenoughaboutthemetaverse,andfourpercentofrespondentssaidtheyweretoooldforit.ReadmoreNote(s):UnitedStates;October13to20,2022;1,080respondents;18yearsandolder;amongthosewhoarenotinterestedinametaverseexperienceSource(s):VorhausAdvisorsInterestinparticipatinginametaverseexperienceaccordingtoadultsintheUnitedStatesasofOctober2022,byagegroupInterestinmetaverseexperienceaccordingtoadultsintheU.S.2022,byageShareofrespondents1-Notatallinterested40%23-Neutral60%45-Veryinterested80%0%20%100%120%GenPop18-34years35-54years55yearsandolder37Description:AnOctober2022surveyfoundthatinterestinparticipatinginametaverseexperienceamongadultsintheUnitedStateswasstronglydrivenbyyoungeradults.Amongrespondentsaged18to34years,about39percentstatedthattheywereinterestedorveryinterestedinparticipatinginmetaverseactivities.Amongthegeneralpopulation,morethanfourintenrespondentswerenotatallinterestedinmetaverseparticipation.ReadmoreNote(s):UnitedStates;October13to20,2022;2,000respondents;18yearsandolder;metaversedescriptionprovidedtorespondentsSource(s):VorhausAdvisorsMostappealingelementsofthemetaverseaccordingtoadultsintheUnitedStatesasofOctober2022,byagegroupMostappealingmetaverseelementsaccordingtoU.S.adults2022Being
able
to..18-3452%38%20%31%20%42%28%35-5446%40%25%30%27%32%21%55+32%33%51%41%48%16%12%GenPop41%BeinginavirtualworldVisitandchatwithpeopleincl.seeingthemBeingkindandhelpfultootherpeopleWatchconcertsorotherentertainmentcontentShareexperienceswithpeopleIknowPlaygamesinthemetaverse36%35%35%35%27%Besomeoneelse,orcreateanewidentityinthemetaverse19%ParticipateincollaborationwithotherpeopleShareexperienceswithpeopleIdon'tknow9%12%24%14%15%16%20%15%7%15%14%14%Takemyrealpersonalityoranalternativepersonalityfromonepartofthemetaversetoanother38Description:AnOctober2022surveyofadultsintheUnitedStatesfoundthatfor41percentofrespondents,beingpartofavirtualworldwasthemostappealingelementofthemetaverse.Beingkindandhelpfultootherpeoplerankedthirdwith35percentofrespondentsselectingthisoptionasoneoftheirpersonallymostappealingpotentialelementsofthemetaverse.ReadmoreNote(s):UnitedStates;October13to20,2022;2,000respondents;18yearsandolder;3responsespermittedSource(s):VorhausAdvisorsTopofmindassociationsofadultsintheUnitedStateswhendescribingmetaverseasofOctober2022MetaversetopofmindaccordingtoadultsintheU.S.2022Shareofrespondents20%0%5%10%15%25%30%35%40%45%50%Facebook/MarkZuckerbergVirtualreality47%26%NegativeopinioningeneralPositiveopinioningeneralAnotheruniverse/worldFuturistic16%10%5%5%5%Internet/onlineAugmentedrealityModern/new4%4%39Description:AnOctober2022surveyfoundthatalmosthalfoftheadultsintheUnitedStatesassociatedtheterm"metaverse"withFacebookorMarkZuckerberg.Thenextclosestassociationwiththeconceptwasvirtualreality,whichwasselectedby26percentofrespondents.ReadmoreNote(s):UnitedStates;October13to20,2022
溫馨提示
- 1. 本站所有資源如無(wú)特殊說(shuō)明,都需要本地電腦安裝OFFICE2007和PDF閱讀器。圖紙軟件為CAD,CAXA,PROE,UG,SolidWorks等.壓縮文件請(qǐng)下載最新的WinRAR軟件解壓。
- 2. 本站的文檔不包含任何第三方提供的附件圖紙等,如果需要附件,請(qǐng)聯(lián)系上傳者。文件的所有權(quán)益歸上傳用戶所有。
- 3. 本站RAR壓縮包中若帶圖紙,網(wǎng)頁(yè)內(nèi)容里面會(huì)有圖紙預(yù)覽,若沒有圖紙預(yù)覽就沒有圖紙。
- 4. 未經(jīng)權(quán)益所有人同意不得將文件中的內(nèi)容挪作商業(yè)或盈利用途。
- 5. 人人文庫(kù)網(wǎng)僅提供信息存儲(chǔ)空間,僅對(duì)用戶上傳內(nèi)容的表現(xiàn)方式做保護(hù)處理,對(duì)用戶上傳分享的文檔內(nèi)容本身不做任何修改或編輯,并不能對(duì)任何下載內(nèi)容負(fù)責(zé)。
- 6. 下載文件中如有侵權(quán)或不適當(dāng)內(nèi)容,請(qǐng)與我們聯(lián)系,我們立即糾正。
- 7. 本站不保證下載資源的準(zhǔn)確性、安全性和完整性, 同時(shí)也不承擔(dān)用戶因使用這些下載資源對(duì)自己和他人造成任何形式的傷害或損失。
最新文檔
- 二零二五年度大理石建筑構(gòu)件安裝與質(zhì)量驗(yàn)收合同3篇
- 二零二五年度建筑工地環(huán)境保護(hù)合同3篇
- 二零二四年度住宅小區(qū)保潔服務(wù)合同范本
- 2025出租車司機(jī)勞動(dòng)合同范本下載
- 2025裝飾公司設(shè)計(jì)師勞動(dòng)合同范本
- 學(xué)校食堂供貨合同范本2
- 二零二五年度木材防腐處理木工分包合同4篇
- 2025年度綠色建筑鋼筋綁扎與回收利用合同4篇
- 江蘇省無(wú)錫市錫山區(qū)2019-2020學(xué)年八年級(jí)下學(xué)期期中物理試題【含答案、解析】
- 2025版房屋抵押貸款風(fēng)險(xiǎn)評(píng)估與咨詢服務(wù)合同4篇
- 《健康體檢知識(shí)》課件
- 蘇少版七年級(jí)美術(shù)下冊(cè) 全冊(cè)
- 名表買賣合同協(xié)議書
- JTG-T-F20-2015公路路面基層施工技術(shù)細(xì)則
- 2024年遼寧石化職業(yè)技術(shù)學(xué)院?jiǎn)握新殬I(yè)適應(yīng)性測(cè)試題庫(kù)附答案
- 中西方校服文化差異研究
- 《子宮肉瘤》課件
- 《準(zhǔn)媽媽衣食住行》課件
- 給男友的道歉信10000字(十二篇)
- 客人在酒店受傷免責(zé)承諾書范本
- 練字本方格模板
評(píng)論
0/150
提交評(píng)論