Home » Survey of 1,067 VRChat users reveals generational differences in desired impression of avatars: New users prioritize “cool” while veterans prioritize “friendliness”


VRChat in Japan 2026.03.06

Survey of 1,067 VRChat users reveals generational differences in desired impression of avatars: New users prioritize “cool” while veterans prioritize “friendliness”

Metaverse Creators Inc. conducted a “VRChat Avatar Usage Survey” from December 24, 2025 to January 22, 2026. The survey was conducted on X targeting VRChat users, and 1,067 valid responses were received.

The survey covered a wide range of topics, including play styles such as usage environment and login frequency, as well as where to obtain avatars, how many avatars they own, how they choose them, and the impression they want to make of them. As a result, it became clear that there are differences depending on when people first started using avatars in terms of the impression they want to make of them and how they choose them.

When asked what impression they would like their main avatar to have (select up to the top three), the most common answer overall was “cute” at 61.9%, followed by “cool” (35.5%) and “approachable/easy to talk to” (33.4%).




When looking at the results by when they started, there were differences. For newcomers who started after 2024, “cool” came in second, while for veterans who started before 2020 and mid-career users who started between 2021 and 2023, “approachable/easy to talk to” came in second. Looking at the results by age and gender, a relatively high proportion of teenagers prioritized “cool,” while those in their 40s and older tended to choose “adult-like/sophisticated.”

Differences were also observed in the points that people prioritize when choosing an avatar depending on when they first started using the app. Overall, “preference for appearance” was the most common answer. Newcomers tend to prioritize ease of modification and customization, with 38.7% choosing “wide variety of compatible costumes” and 18.8% choosing “numerous shape keys.” Veterans only prioritized these items at 23.0% and 8.5%, respectively, and tended to prioritize aspects such as creativity and operation, such as “works by their favorite creator,” “performance,” and “utilizing an original avatar.”

When asked about the type of main avatar, the most common answer overall was “female avatar,” followed by “male avatar.”


Looking at the time of entry, “female avatars with a proportion of 5 or less” came in third among new and mid-career users, while “animal avatars” came in third among veteran users. Looking at the gender, “female avatars” were the most popular among both male and female respondents. There was also a relatively higher tendency for female users to choose “male avatars.”


When narrowing the results down to those with a sample size of 100 or more, the highest usage of “male avatars” was among women in their 20s, while the highest usage of “female avatars” was among men in their 20s, with cross-gender choices becoming more prominent among younger age groups.

The number of avatars owned also showed an effect of when users first joined. While “6-10 avatars” was the most common among newcomers at 30.2%, “21 or more avatars” was the most common among both mid-career and veteran users (mid-career 24.7%, veteran 26.7%). The rate of original avatar usage was 7.9% among veteran users, while it was only around 1% among new and mid-career users. It appears that the longer users have been active, the stronger their preference for original avatars.

In terms of respondent attributes, the proportion of women among the new recruits was 40.7%, about 1.7 times higher than the 23.6% among the veterans. The proportion of women among the mid-career and veterans remained below 30%, indicating a broadening of the female demographic among recent entrants.

The survey results and discussion for all questions will be published on the Metaverse Creators’ official note at a later date.
Metaverse Creators Official Note: https://note.com/metacre
This article is an English translation of an original Japanese article, translated by the Mogura VR editorial team.

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