Otaku x Tech Series 2024 – Consumer Survey
Coverage: (Product/service)
Otaku and the metaverse
Research Target:
consumers
Research Content:
The metaverse market is projected to exceed 2 trillion yen by FY2027, as its potential applications extends diversely, from virtual offices, various events, collaborations, training, education, advertisement, ecommerce, etc.
However, the price of devices and equipment, uncertain market needs, etc., have prevented from being diffused.
This report gives insights to the potential metaverse market and the users from the business aspect based on the hypothesis that the Otaku-related market can be the breakthrough for the metaverse diffusion, as Otaku being one of the applications of the metaverse, while also verifying the hypothesis.
TOC:
I Concept, Definition, and Explanations
- Outline of Metaverse
1) What is the metaverse
2) Words and terms related to the metaverse (metaverse
platform, avatar, virtual space, assets, etc.)
3) Popularity of metaverse
4) Challenges against spreading the metaverse - Outline of Otaku
1) What is Otaku, changes in the word Otaku
2) Otaku has its property of being innovator
3) Summary
II Metaverse Platforms: Characteristics and Diffusion Status
Overview of Major Six Metaverse Platforms and Their Diffusion Statuses
III Comparison Regarding Usage of Metaverse between Otaku and Fan by Hobby Category
- Usage rate of the metaverse by hobby category
- "Eight Otaku Field" in this report and the reasons of why these eight:
1) Anime & Manga & light novel, 2) consumer game, 3) social game, 4) theme park, 5) VTuber, 6) two-and-a-half dimensional (2.5D) musical, 7) Cosplayer, and 8) Collecting figures toy - Comparison between Otaku and fans in "Eight Otaku Field"
- Comparison between Otaku and fans in affinity with the metaverse
IV Status of Otaku and Affinity with Metaverse
- Research result in the number of Otaku in Japan
- Basic attribute of Otaku
1) Proportion of men and women
2) Age group
3) Educational background
4) Occupation
5) Marriage status
6) Annual household income
7) Disposable income - Comparison among Otaku in affinity with the metaverse
V The Potential Market Size of the Metaverse for Otaku (Avatar, Event Participation Fee, Fee for Virtual Space Usage
- Calculation of the potential market size when combining Otaku with the metaverse
- Method to calculate the potential market size of Otaku x the metaverse
- Calculate the potential market size for avatar sales
- Calculate the potential market size for event participation fees
- Calculate the potential market size for virtual space usage fees
- Potential market size when existing Otaku market is replaced by the metaverse
VI Data regarding the Metaverse Usage by Otaku
- Motive of start using the metaverse
- Motive of continue using the metaverse
- Frequency of using the metaverse by Otaku who has the experience of using a metaverse platform
- Method of connecting platforms by Otaku who is currently using a metaverse platform
- Reactions on the intellectual property collaborations
- Usage Statuses of User Generated Contents (UGCs) by Otaku in the metaverse