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    Home»Digital Culture»Virtual Identity & Avatars»V Inc. and Hakuhodo release a survey report of 1,129 VRChat users, showing how the VRChat experience is changing users’ daily lives.
    Virtual Identity & Avatars

    V Inc. and Hakuhodo release a survey report of 1,129 VRChat users, showing how the VRChat experience is changing users’ daily lives.

    JamesBy JamesSeptember 18, 2026No Comments2 Mins Read
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    V Inc. and Hakuhodo release a survey report of 1,129 VRChat users, showing how the VRChat experience is changing users’ daily lives.
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    On September 16, 2026, V Inc. and Hakuhodo’s specialized organization, “Metaverse Consumer Lab,” released a survey report targeting VRChat users. The number of valid responses was 1,129.

    The survey utilizes chot-chat, a metaverse research solution jointly developed by both companies. It will be conducted by posting survey participants within VRChat, from June 30th to July 21st, 2026. The survey aims to explore how daily life in virtual space influences real-world purchasing behavior and values.

    Among items purchased as a result of regularly playing VRChat, avatars and clothing accounted for 84.1%, and PCs and VR equipment accounted for 78.1%, with items related to improving the environment dominating the top rankings. Furthermore, spending on real-world travel and events reached 15.6%. Clothing and accessories for the real world accounted for 14.6%, and food and beverages for 13.9%. In addition, there were also responses indicating a reassessment of furniture, interior design, and even the home itself, demonstrating how online experiences lead to changes in offline behavior.

    60.9% of users had participated in worlds or events provided by companies. The most frequently cited attractions were “the ability to view products and exhibits while playing with friends” (53.2%) and “spaces and presentations that are impossible in reality” (52.2%). On the other hand, while “design and worldview” (47.5%) and “enjoyment of the experience” (46.0%) were the most memorable information, “company/brand name” was only 20.0% and “product/service information” was only 18.2%. This result suggests that simply displaying product information is not enough to make it memorable for users.

    The full report is availableon the Consumer-Oriented Technology Research Institute website.

    This article is an English translation of an original Japanese article, translated by the Mogura VR editorial team.

    Reference

    1129 Hakuhodo release Report Survey
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