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V Inc. And Hakuhodo Report VRChat Spending Tied To Real-World Moves

The report's own numbers point to a split outcome for brands: corporate worlds draw users as places to hang out with friends, but product and brand recall stays near 20%, so the spillover lands in hardware, travel, and even housing rather than in what companies built the spaces to sell.

Reporting from 1 source: PANORA.

V Inc. And Hakuhodo Report VRChat Spending Tied To Real-World Moves

V Inc. and Hakuhodo's Metaverse Consumer Lab released a survey of 1,129 VRChat users on how virtual life shapes real-world spending. Avatars and costumes (84.1%) and PCs and VR devices (78.1%) topped purchases, while 15.6% spent on real-world travel and events. Participation in company-run worlds reached 60.9%, but recall for company and brand names stayed near 20%.

Company worlds on VRChat function less as showrooms than as places to hang out. Among the 1,129 respondents, 60.9% had joined a corporate world or event, and the top reasons were looking at products and exhibits with friends (53.2%) and staging that would be impossible in reality (52.2%). Design and worldview (47.5%) and how fun the experience was (46.0%) were the most memorable elements. Company and brand names (20.0%) and product and service information (18.2%) were recalled far less, which the report reads as a limit on product placement rather than a verdict on the spaces.

Synthesized by Yomimono from the 1 cited source below, including Japanese-language reporting where cited, then editorially reviewed before publishing.

Sources