A survey of 24,179 respondents in 32 countries shows that almost half or 43% of respondents intend to use virtual reality to inspire their decisions.
As borders open after ongoing COVID-19-related travel restrictions, the Metaverse, one of the last remaining sub-crypto ecosystems, aims to help travelers choose the destinations they want to experience in person, a new survey from Booking shows. com personally.
Popular online travel agency Booking.com surveyed 24,179 people in 32 countries, revealing travelers’ strong interest in exploring destinations virtually when planning their itinerary. Overall, Gen Z (45%) and Millennials (43%) were the most likely to try Metaverse travel experiences.
Almost half or 43% of respondents confirmed their desire to use virtual reality to inspire their decisions. Of this group, about 4,574 participants believe in traveling to new places only after they have experienced them virtually.
Additionally, more than 35% of respondents are willing to spend several days in the Metaverse to familiarize themselves with the surroundings of popular travel destinations. According to Booking.com, assistive technologies like haptic feedback will help enhance this experience by allowing users to experience sandy beaches and tropical sun without having to step out.
Most popular form of vacation. Source: Booking.com
However, 60% of respondents believe that the experiences offered by the Metaverse and virtual technologies do not match 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 venture into the Metaverse realm hit a major snag after the US Federal Trade Commission (FTC) tried to block its acquisition of Activision Blizzard.
The $69 billion acquisition of Activision Blizzard would have “played a key role in the development of Metaverse platforms,” according to Microsoft CEO and President Satya Nadella. However, the FTC highlighted Microsoft’s anti-competitive practices, in which the company restricted console game distribution after acquiring competing game companies.