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The Metaverse Experiment to Influence Real-World Travel Choices in 2023: A Survey

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With borders open after prolonged coronavirus travel restrictions, Metaverseone of the latest coding subsystems, is set up to help travelers decide which destinations they want to experience in person, a new survey personally conducted by Booking.com reveals.

The popular online travel agency Booking.com surveyed 24,179 respondents in 32 countries open Travelers have a strong interest in exploring destinations almost as they decide their itinerary. Of the lot, the people most likely to experience travel experiences in the metaverse were Generation Z (45%) and Millennials (43%).

Nearly half, or 43%, of the respondents confirmed that they would like to use virtual reality to inspire their choices. Of this group, about 4,574 participants believe in traveling to new places only after experiencing them approx.

Furthermore, over 35% of respondents are open to spending several days in the Metaverse to learn about the surroundings offered by popular destinations. According to Booking.com, supporting technologies such as haptic feedback will help improve this experience by allowing users to experience sandy beaches and tropical sun without stepping out of the house.

The most common type of vacation. Source: Booking.com

However, 60% of respondents believe that the experiences offered by the Metaverse and virtual technologies do not come close to in-person experiences. Some of the most popular destinations for 2023 include Sao Paulo (Brazil), Pondicherry (India), Hobart (Australia) and Bolzano (Italy).

Related: The Metaverse “explosion” will be driven by B2B, not retail consumers: partner KPMG

Tech giant Microsoft’s plan to get into the Metaverse business hit a major snag after the United States Federal Trade Commission (FTC) sought to block the acquisition of Activision Blizzard.

The acquisition of Activision Blizzard for $69 billion was a “key Role in the development of metaverse platformsHowever, the FTC pointed to Microsoft’s anti-competitive practices, in which the company limited distribution of console games after acquiring competing game companies.