Kondo, RyotaSakurada, KuniharuOyanagi, AkemiTanikawa, TomohiroHirose, MichitakaJorge, Joaquim A.Sakata, Nobuchika2025-11-262025-11-262025978-3-03868-278-31727-530Xhttps://doi.org/10.2312/egve.20251357https://diglib.eg.org/handle/10.2312/egve20251357In virtual reality, it is possible for users to feel as if the avatar were their own innate body, a phenomenon known as the sense of embodiment. In conventional laboratory experiments, the movements and observations that induce avatar embodiment have typically been limited to a short duration of about five minutes. In contrast, in social VR, users are considered to naturally engage in prolonged movements and observations, and it is possible that the sense of embodiment is strengthened through long-term play. In this study, we constructed an experimental space in VRChat that enables the controlled manipulation and measurement of the sense of embodiment, and we compared VRChat users with non-users. The results showed that there was no significant difference in the sense of embodiment depending on whether or not participants had prior VRChat experience. On the other hand, among VRChat users, it was revealed that the component of embodiment known as self-location became stronger as playtime increased. In addition, our findings confirmed that the control and measurement of embodiment can be conducted in VRChat in a manner comparable to laboratory experiments. By utilizing the experimental space developed in this study, it will be possible in the future to conduct various experiments that investigate VRChat users in the extended context of the environments in which they live.Attribution 4.0 International LicenseCCS Concepts: Human-centered computing → User studiesHuman centered computing → User studiesDeveloping a Controlled Experimental Space in VRChat: Comparing Embodiment in VRChat Users and Non-VRChat Users10.2312/egve.202513579 pages