New research shows business users and consumers are curious but skeptical about the viability of virtual worlds–at least for now.

Two new studies found that people are curious about augmented reality but skeptical that the tech infrastructure is ready for prime time. However, there are some glimmers of progress mixed in with all the metaverse hype that could bring virtual worlds to the mainstream of business and consumer products.
Kiran Raj, practice head of disruptive tech at GlobalData, said that latency is the biggest barrier to the adoption of virtual reality.
“Potential solutions could be in terms of network protocols, software applications or hardware such as chips and AR and VR devices,” he said.
Abhishek Paul Choudhury, senior disruptive tech analyst at GlobalData, said data flow needs to be fast and continuous.
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“Decentralized routing protocols along with technological advancements like Wi-Fi 7, blockchain, and edge computing can bring in better throughput and low latency as compared to the existing network capabilities,” Choudhury said.
GlobalData lists these advances as potential solutions to latency and other metaverse barriers:
Research from tech consulting firm Amdocs reinforces the Global Data research around barriers to adoption. A survey of gamers in the U.S. and the U.K. found that consumers are interested in the metaverse, but concerns around poor connectivity and hardware costs are barriers to adoption. Findings from the research include:
Gil Rosen, chief marketing officer at Amdocs, said in a blog post about the research that virtual worlds have the potential to be as important as email or social media but first the industry has to address hardware costs and network readiness among other factors.
“Just like the iPhone turned the internet into mobile, the metaverse will disrupt the internet as we know it and gamers will be at the front lines of this evolution,” he said. “While metaverse experiences for gaming are certainly a meaningful step in mainstream adoption, it’s only one aspect.”
A new report from Boston Consulting Group, “The Corporate Hitchhiker’s Guide to the Metaverse” predicts that the metaverse flywheel powered by cheaper and better technology will build the user base, content and virtual assets and the creator ecosystem. The report estimates a $250 billion to $400 billion market opportunity.
A BCG report predicts that sales of AR and VR headsets will hit 88 million in 2025 up from only 16 million in 2020. The analysts see phones as a bridge in this transition via mobile AR:
“More than half of the 6 billion smartphones in use today are sufficiently powerful to enable mobile AR. In addition, the software development kits from Apple for iOS, and from Google for Android, can be extended to AR and VR development. According to research from ARtillery Intelligence, 800 million users actively use mobile AR, a number that it projects will grow to 1.7 billion in 2025.”
Business use cases for this tech include analysis and simulation, augmented workforce, virtual collaboration and training and development.
According to the report, this will require the convergence of several factors, all of which involve step changes in technological capability:
Veronica Combs is a fromer senior writer at TechRepublic. For more than 10 years, she has covered technology, healthcare, and business strategy. In addition to her writing and editing expertise, she has managed small and large teams at startups and established companies. She also led AIR Louisville, a three-year digital health project focused on asthma. Veronica also was the editor of MedCity News for three years.