A survey of 24,179 respondents in 32 countries found that almost half, or 43%, of respondents intend to use virtual reality to inform their decisions.
As borders open after COVID-19 travel restrictions, the Metaverse, one of the newest sub-crypto ecosystems, aims to help travelers choose the destinations they want to experience in person, according to a new survey from Booking. com personally.
Popular online travel agency Booking.com surveyed 24,179 people in 32 countries, who showed a strong interest among travelers in exploring destinations virtually when deciding their itinerary. Of all the people most likely to try travel experiences in the Metaverse were Gen Z (45%) and Millennials (43%).
Nearly half or 43% of respondents confirmed their willingness to use virtual reality to inspire their decisions. In this group, approximately 4,574 participants believe in traveling to new places only after experiencing them virtually.
Additionally, more than 35% of respondents are willing to spend several days in the Metaverse to explore the surroundings offered in popular travel destinations. According to Booking.com, assistive technologies such as haptic feedback will help improve this experience by allowing users to experience sandy beaches and tropical sunshine without stepping out.
Most popular form of vacation. Source: Booking.com
However, 60% of respondents believe that the experiences offered by metaverse and virtual technologies fall short of personal experiences. Some of the most popular travel destinations for 2023 are São Paulo (Brazil), Pondicherry (India), Hobart (Australia) and Bolzano (Italy).
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Tech giant Microsoft’s plan to get into the Metaverse business hit a huge snag after the US Federal Trade Commission (FTC) tried to block its acquisition of Activision Blizzard.
The acquisition of Activision Blizzard for $69 billion would have “played a key role in the development of the Metaverse platforms”, according to Microsoft CEO and President Satya Nadella. However, the FTC highlighted Microsoft’s anti-competitive practices, in which the company restricted the distribution of console games after acquiring competing game companies.