85% of respondents say that Metaverse will affect jobs and work

Interestingly, respondents expect Metaverse to be part of their daily routine, with 51% saying it will be a workplace.

Global HR Manager Josh Bersin wrote in his 2022 Workforce Forecast that the big trend in 2022 will be better, virtual tools and the emergence of the meta-verse – as Bersin says, will “further transform the definition of hybrid work, as well as onboarding , training, collaboration, meetings, entertainment and trade ”.

Imagine, for example, a staff meeting where everyone can interact and move around (as if they were really there), but without spending five hours flying over the country. There is a great future here, ”he wrote.

Agreeing with Bersins Ideas is a recently published report by Wunderman Thompson that, among other things, shares the creation of virtual teleportation that would make the above a reality in teams working together across borders.

Overall, almost nine out of 10 respondents (85%) surveyed in the US, UK and China for the report said that employment and work – for example (meetings, collaboration, personal work and conferences) will be affected by the metaverse; the same percentage said it for the fashion industry, while 86% said it for retail, 89% for advertising and top – 90% said it for entertainment.

Interestingly, the report also revealed that respondents expect Metaverse to be a part of their daily habits, with 51% saying it will be a workplace.

* Note: Although the research for this report was conducted in the US, UK and China, the HRO believes that the content remains relevant to our readers in the rest of Asia.

“It is extremely important for companies and brands to have skilled employees in the metaverse and Web 3.0 area,” notes Mehta Mehta, Global Chief Creative Officer, Hogarth, in the report.

In addition, a close percentage said it would be a part of their daily lives, while the majority said it would be a place to socialize. Other expectations include a place to shop (70%) and the future of e-commerce / online shopping (68%).

Are people into the meta-verse?

As with all things in the digital age, privacy {both in general (69%) and children (72%)}, data protection (69%), child safety (66%) and bullying (57%) are among the main areas of concern revealed by the respondents.

However, many still see promising signs and opportunities in the metaverse.

Respondents say it will be:

  • the future (74%)
  • the next big thing (72%)
  • the next Internet (68%), and
  • life-changing (66%)

Respondents also believe that it can bring people together and promote inclusivity:

  • Brands have to work just as hard to create inclusive spaces in the meta-verse as they do offline (71%).
  • The metaverse will be inclusive (70%).
  • We must ensure that everyone, everywhere, can benefit from the meta-verse (66%).
  • The meta-verse can bring people together (64%).
  • It has the ability to be more spacious than the physical world (62%).

Finally, respondents also note that it allows for authentic and individual self-expression:

  • 76% want their avatar to express their creativity and individuality in ways they cannot use in the physical world.
  • 51% think it would be easier to be their true authentic self in Metaverset.

[ALSO READ: Data literacy in the workplace: Future jobs and salary increments]

Metaverse terms to add to your dictionary

In addition to the above, the report describes a few metavers-related terms you need to be aware of:

Interoperability:
Virtual experiences, possessions and the ability of identities to travel unchanged across platforms.

Endurance:
Continuity of life; the pursuit of virtual life, whether people are online or offline.

Decentralization:
Distribution of ownership – the idea that the meta-verse will not be regulated or controlled by a single company or individual.

NFT:
Non-Fungible Tokens (NFTs) are digital certificates of authenticity that will form the basis of digital ownership.

Digital twins:
Physical spaces that have been cloned into the virtual world to promote familiarity and efficiency.

liminal r:
A new generation of gathering places and event venues that incorporate both physical and virtual elements.

Augmented reality:
An umbrella term that encompasses augmented, virtual and mixed realities.

Web3:
A blockchain-based decentralized Internet that will enable a seamless fusion of virtual and physical life.

ADO:
Decentralized Autonomous Organizations (DAOs) are community-driven digital organizations that run on blockchain technology.

Virtual teleportation:
A new technology-enabled form of travel or collaboration that uses multisensory and photorealistic reproductions to make you feel like you’re in the same room as someone who may be halfway through the (physical) world.


Main image: 123RF

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