The poles are afraid of virtual reality
Conducted by the IPC Institute on behalf of the evry1 group, the study concerns the perception of virtual reality by Polish adults and the willingness to purchase digital products that can only be used in the virtual world. The CAWI study involved 1,090 people.
VR involves multimedia creation of a computer-based, three-dimensional vision of objects, space and events. This technology is based on elements of both the fictional and real world, giving the audience the opportunity to interact with them. Immersing ourselves in virtual reality is to convince our brain that what we experience is real. Meanwhile, one in ten respondents declare that they do not know what virtual reality is.
Pensioners are afraid, the young are betting on entertainment
The popularity of VR devices for home use has significantly increased the number of people who have the opportunity to test it in practice. However, it still raises many concerns. 30%. respondents see virtual reality mainly as a threat to human relationships in the real world. Among pensioners, this figure rises to 41 percent. The world of online games, but also virtual building plots, network relationships with people/avatars for many people is something remote, dangerous.
At the other pole there are enthusiasts. Among those surveyed, 27% see VR as an opportunity for new experiences and the transfer of entertainment to a higher level. persons. This percentage is even higher in younger age groups (18-34 years) and among men.
Andrzej rabsztyn, managing partner at hypercrew, points out: “among VR enthusiasts, you can find primarily a group of gamers. Young people are already spending their free time with friends, playing, for example, in the” league of legends”, which operates on a similar principle. We choose a character (already imposed by the game), connect to the discord and play, while talking live with friends. For this group, online games, including those based on VR, are an important aspect of both entertainment and relationship-building, and the virtual world is a really important place.”
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Moderately addictive reality
The danger of dependence on VR technology is seen by 17%. this percentage is increasing among those surveyed in small towns and with basic education.
Awareness and understanding of the concerns and motivations associated with virtual reality among different social groups becomes even more important in the context of intensive work on the development of metaverse. For many social media users, this space can become an alternative to everyday life and a chance to create a version of yourself without the numerous limitations of the real world, such as distance in kilometers, appearance, account status.
Among the ongoing discussions about the value of NFT and the change introduced by non-exchangeable tokens, the survey shows that Poles are reluctant to spend real money online. Almost half of respondents declare “definitely not” in response to the question: “Would you buy a digital product that can only be used in the virtual world?”.
At the same time, only 16 percent. the study indicates that virtual reality is for them primarily the ability to create an image by creating their own avatars, design the environment, to show their uniqueness.
The statements of the respondents confirm that in Poland the market of virtual goods, clothes and accessories for the characters from the game is still rather an entertainment for enthusiasts and a way for the few to express their status.
IPC study, CAWI study in a nationwide sample of N=1090 subjects. Amounts selected by representation in the population of poles aged 18 years and over for gender, age and size of the place of residence.