This article from McKinsey is structured in the form of six 'myths'. It's a nice approach, but this presentation is in many ways misleading. The article wants us to believe that the metaverse is not a fad, not just for gaming, and is a place where businesses can made money. So it sets up an argument suggesting it's already being adopted by wealthier people and is used for things like shopping and learning. It says, for example, "consumers told us that they expect the metaverse to be a significant part of their everyday lives, spending four hours a day in the metaverse within the next five years." I'd be very surprised if they do. And it assures us that metaverse devices are "following mainstream device adoption curves," the chart they present has one clear outlier (and not in a good way): VR headsets.
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