consumption changes under immersive experience
can be obtained. At the same time, the portraits of
consumer groups in different fields are divided. Data
support is provided for subsequent quantitative anal-
ysis.
3.2 The Principle of Design
1.Demographic questions include the gender, age,
major, educational level and occupation of the re-
spondents. They are mainly used to test the sample
distribution of respondents and conduct subsequent
difference analysis.
2.The user cognition survey aims to investigate
users' motivation, distinguish between ordinary
visitors and high - potential users, and establish a
logical jumping - off point for subsequent customer -
segmentation questions. It also explores users'
acceptance and perceptions of the convergence of the
metaverse and social media.
3.The user - group segmentation process
determines the user's consumer positioning by
analyzing previous high - potential visitors through
crowd - particularity measurement. High - potential
users are categorized into three groups: crypto -
native users, Gen Z & Entertainers, and digital
nomads.
4.Market segmentation involves designing and
formulating questions for different groups to
determine market needs from various aspects, making
the analysis more comprehensive and specific. Nine
measurement items are designed to obtain the user
needs and consumption preferences of different
groups.
5.The survey on users' purchasing power features
seven measurement items. These items are designed
to investigate high - potential users' views on paid
content, purchase satisfaction, and technical
familiarity.
6.The survey on converting common visitors into
potential users designs 7 measurement items to obtain
the concerns of common visitors identified in this
survey and their requirements for conversion into
potential users. The results can be used for industry
improvement and product upgrading.
The highlight of this questionnaire lies in the
logical jump of special groups and the user needs of
their market segments. For example, encrypted native
users will jump to 27, 28 and 29 (related to web3.0,
degree of decentralization, virtual social identity),
Generation Z entertainment party will jump to 30, 31
and 32 (related to entertainment payment intention,
cross-dimensional social interaction, consumption
reasons), digital nomads will jump to 33, 34 and 35
(related to office scene needs, Payment range of
virtual office tools, core advantages of metaverse
office and traditional video conference)
3.3 Data Analysis
3.3.1 Descriptive Statistics
Descriptive statistics summarize the central tendency
(mean, median), dispersion (standard deviation,
range), and distribution shape (skewness, kurtosis) of
the data, enabling a rapid overview of the dataset. In
this study, foundational metrics — including mini-
mum/maximum values, mean, median, standard devi-
ation, variance, sum, 25th percentile, standard error,
CI (UK), interquartile range (IQR), kurtosis, skew-
ness, and coefficient of variation—were calculated
using SPSS for comprehensive analysis.
3.3.2 Comparative Analysis (t-Tests)
A comparative analysis was conducted to examine
differences between demographic variables (e.g., age,
gender) and user perceptions (e.g., cognition, tech-
nical familiarity). Independent t-tests were employed
to assess statistical significance across groups.
3.3.3 Natural Language Processing (NLP)
A Python-based web crawler was developed to collect
100 Twitter posts and comments containing the key-
words “metaverse and e-commerce.” Sentiment
analysis was performed on this textual data to assign
emotional polarity scores (positive/negative) to each
post and comment. This approach quantifies public
sentiment toward the integration of the metaverse and
e-commerce.
3.4 Results
This study collected 200 valid questionnaires from di-
verse age groups across China through online posts
(with compensated participation). The survey re-
vealed the following key insights:
Group-Specific Preferences:
Crypto-native users exhibit stronger engagement
in NFT marketplaces, DeFi protocols, and DAO
governance (see Figures 1-2).
Generation Z and entertainment-focused users
prioritize spending on virtual idol concerts,
interactive narrative games, and limited-edition
digital fashion items.
Digital nomads show interest in customizable
virtual office spaces, avatar-based virtual meetings,