Technology Adoption

The Metaverse and What the Hype Cycle Actually Predicted

Meta's October 2021 rebrand launched a metaverse narrative that collapsed almost as fast as it rose. The Gartner Hype Cycle described this arc before it finished playing out.

2026-05-14 · 6 min read Technology Adoption

In October 2021, Mark Zuckerberg announced that Facebook was renaming itself Meta. The company would build the metaverse: a persistent, immersive digital world where people work, socialize, shop, and play. The presentation was long, enthusiastic, and included avatars with no legs. Within weeks, virtual real estate was selling for millions of dollars. Enterprises announced metaverse strategies. Consulting firms published metaverse readiness frameworks. The word was everywhere.

By 2023, Meta's Reality Labs unit had reported billions of dollars in losses and the company had gone through significant layoffs. Enterprise metaverse pilots had quietly ended. The VR headset numbers outside of gaming remained low. The word "metaverse" largely disappeared from the same conference agendas that had been dominated by it eighteen months earlier.

What I find interesting is that the Gartner Hype Cycle would have predicted most of this, if anyone had thought to use it as a planning tool rather than just a retrospective label.

The Hype Cycle is a publicly documented methodology Gartner has used for decades to map the trajectory of technology adoption. You can find a description of the methodology at gartner.com/en/research/methodologies/gartner-hype-cycle. It identifies five phases: a technology trigger (the initial breakthrough or announcement that draws attention), a peak of inflated expectations (when media coverage, investment, and organizational interest overshoot the technology's actual maturity), a trough of disillusionment (when early experiments fail, investment dries up, and the technology disappears from mainstream conversation), a slope of enlightenment (when practitioners figure out which applications actually work), and a plateau of productivity (when the technology reaches mainstream adoption in those applications).

The metaverse is a near-perfect case study of the first three phases playing out in public. The technology trigger was a combination of things that converged around 2020 and 2021: VR hardware had matured enough that consumer headsets were actually usable, COVID had created genuine demand for remote collaboration and social alternatives to physical presence, and then Meta committed what is reported to be tens of billions of dollars to the concept, which is the kind of capital signal that moves organizational attention. That is a technology trigger with unusual force behind it.

The peak of inflated expectations arrived fast and ran high. Analysts were predicting the metaverse would replace the physical office. Retailers were planning virtual storefronts. Financial institutions were buying virtual land. The underlying claim was that the metaverse was not a technology in development but a platform arriving imminently, and organizations needed to claim space now or be left behind. The urgency logic is characteristic of the peak: it is only possible to believe you need to act immediately if you believe the technology is further along than it actually is.

The trough came in roughly 2022-2023. Meta's Reality Labs losses became a regular news item. The enterprise pilots produced results that were, charitably, inconclusive. Fortnite and Roblox remained the primary places where something resembling a metaverse was actually operational and used by millions of people, but those were gaming platforms that predated the hype cycle and did not require you to believe in the grand vision to participate. The grand vision, the interoperable, persistent, work-and-play-and-commerce metaverse, remained largely unrealized.

Gartner's coverage tracked this. A September 2022 Gartner press release outlined six trends driving near-term adoption of metaverse technologies, noting that "Gartner expects that by 2026, 25% of people will spend at least an hour a day in the metaverse for work, shopping, education, social and/or entertainment." I cite that prediction with a heavy hedge: it is from 2022, it was made at or near the peak of inflated expectations, and I think it illustrates the predictive optimism that characterizes that phase. The 2024 Gartner Hype Cycle for Emerging Technologies, according to a Gartner newsroom press release from August 2024 at gartner.com/en/newsroom, highlighted developer productivity, total experience, AI, and security as the key themes, a notable shift from the metaverse framing of 2022.

What survives the trough is the question I actually care about. The answer, my read of it at least, is specific industrial extended reality applications rather than the grand consumer metaverse vision. Training simulations for high-stakes procedures, surgical training that uses XR to practice techniques without patient risk, manufacturing floor walkthroughs that let engineers inspect a plant without being physically present, military and emergency response simulations: these are places where XR provides clear value that does not require mass consumer adoption to be worth the investment. They do not need everyone to have a headset. They need one organization with one well-defined use case to justify the hardware and software investment, and then they deliver measurable results. That is the slope of enlightenment pattern: specific, practical applications that survived the hype because they have genuine utility, not because the big vision turned out to be right.

I think the lesson for IS practitioners is not "ignore hype" because sometimes the underlying technology is real even when the specific narrative overshoots. The metaverse narrative overshot badly. But VR hardware did mature. Spatial computing is a real capability. The question is which applications have enough specific value to justify deployment, and that question requires careful analysis rather than either wholesale adoption at the peak or wholesale dismissal at the trough. The Hype Cycle is useful precisely because it tells you that both the peak enthusiasm and the trough dismissal are probably wrong in absolute terms. The technology usually lands somewhere, just not where the peak narrative promised.

I also think there is an organizational lesson here that connects to what I wrote about institutional isomorphism in AI adoption. Many enterprise metaverse strategies were mimetic responses to the peak: organizations announced metaverse plans because everyone else was announcing metaverse plans, because the legitimacy pressure at the peak makes not having a strategy seem like a strategic failure. That is coercive and mimetic isomorphism at work. The organizations that fared best during the trough, I suspect, are the ones that never adopted the technology for legitimacy reasons and therefore had nothing to abandon when the narrative collapsed.


About the author

A
Ali Safari
PhD Student in IS, University of North Texas

Researching AI governance, trust in intelligent systems, and agentic AI. Writing while studying for comps.

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