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More than 70 Percent of Consumers are Against FB’s Owning of Metaverse Data

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More than seven in 10 consumers are worried about Meta owning the metaverse data.

According to the US-based Advokate Group, more than 77 percent of those interested in joining a metaverse are worried about Facebook owning the data.

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An overwhelming 87 percent would prefer a metaverse on the decentralized blockchain.

This sentiment was even more pronounced among Gen Z respondents, who were 10 per cent more likely to prefer a blockchain metaverse than their millennial counterparts, – the findings showed.

Facebook is leading metaverse efforts, announcing $10 billion in building the next-generation augmented reality or virtual reality technology.

Metaverse is defined as a collective virtual shared space created by the convergence of virtually enhanced physical and digital reality.

It is persistent, providing enhanced immersive experiences and device-independent and accessible through any type of device, from tablets to head-mounted displays.

According to the report, the top activity consumers are pursuing in the metaverse is gaming, followed closely by socializing with friends.

A more distant third was work-related activities and then attending concerts. More than half (55 percent) expect to spend three or more hours a day in a metaverse.

Shockingly, 11 percent would play seven more hours a day and 87 percent would switch to full-time gaming if they could get paid.

“The future of the internet is an immersive metaverse with a variety of thrilling and fun play-to-earn games,” said Gordon Kwok, CEO, and Founder of Advokate Group.

“Gamers and consumers are yearning for a digital space where they can play exciting games, socialise with friends and create and customise non-fungible tokens (NFTs).”

Many believe metaverses will take time to become mainstream. One in five (20 percent) believe they will be mainstream in 1-2 years while nearly half (49 percent) believe it will take 3-6 years.

The report mentioned that play-to-earn was a major interest of those surveyed, as 93 percent would play games more if they could make minimum wage playing.

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