
Social Gaming in VRChat and Rec Room
VRChat and Rec Room are popular Social VR platforms that can be accessed and played across VR HMDs like Meta Quest, HTC, Rift, etc.
VRChat is also available on Windows desktops and is currently being beta-tested for Android devices. Rec Room is available on Windows Desktop, iOS & Android phones, Xbox, and PlayStation.
Both companies prioritized their VR releases to reach consumers before other competitors. They later rolled out versions for different platforms to expand their consumer reach.
Are you unsure whether VRChat or Rec Room has the right features and audience for you? The following comparison will help you decide.
Player Demographics
Rec Room has a more diverse user base than VRChat. According to research from Similarweb, 61.48% of Rec Room users identify as male and 32% identify as female. VRChat attracts more male users, with only 24% identifying as female.


Rec Room and VRChat are both private companies and are not required to release their data publicly. As a result, Similarweb’s data, which is based on web traffic, may be slightly inaccurate because it doesn’t account for all users. In addition, Similarweb’s data does not include information for users under 18, despite the knowledge that both VRChat and Rec Room have users in that demographic. Therefore, it is advisable to consider this data as providing a general indication rather than absolute accuracy.
In a 2021 interview, Rec Room CEO and Co-Founder Nick Fajt said that most Rec Room users are between 13 and 16. The company appeals to a young demographic by collaborating with brands like Teenage Mutant Ninja Turtles.
Users who fall into older demographics often say they like VR games because they create opportunities for socializing online. One YouTube video features several interviews with VRChat users who say the VR platform has helped them overcome debilitating social anxiety and build their first friend groups.
Number of Users
It’s important to note that the total number of users is not comparable, as they are available on different platforms, and data availability for Rec Room is limited.
VRChat publishes its user data, which is available through an open-source initiative. From July 2023 to July 2024, they peaked at 101,000 concurrent users.
VRChat has a dedicated user base that prefers the platform’s creative developer tools. This has made it possible for VRChat to host large events. For example, its 2022 New Year’s Eve bash attracted nearly 90,000 simultaneous users. Some researchers have used this and other data points to estimate VRChat’s current user base between 4 and 5 million.
Rec Room does not publish its user data directly via open source, rather they do press releases. Their press releases show that Rec Room has 29 million active users across all platforms and 3 million monthly active VR users.
Similarities Between VRChat and Rec Room
– Free games and social rooms that allow users from across the globe to connect and play.
– Ability to build your own games or play games created by other users.
– VR and non-VR versions of games and social rooms.
– Creator economy that enables user-generated content creation, providing monetization avenues for creators through virtual currencies/economies and fostering vibrant creator communities
So, what separates these two popular platforms?
Socializing and Playing Games

Players see VRChat as a destination for meeting new people and socializing. It comes with robust features that help players curate friend groups. If you encounter someone you don’t like on the platform, you can ban them from future interactions. Many members see this as a critical tool for building environments where they feel accepted as their authentic selves.
VRChat also allows explicit and erotic content in private rooms. You can even get VRmods designed explicitly for intimate moments.
However, NSFW activities in Public spaces could result in players’ bans. VRChat will also ban players who record explicit content in private spaces and share it outside of that space.
Rec Room also lets players interact socially, emphasizing building and playing games more. However, the cartoonish avatars and the environment, with limited ability for VRmods, don’t facilitate intimate encounters.
Social VR’s Creator Economy

Rec Room and VRChat have independent creator economies that share some features. The following options are popular ways creators earn real money.
Opportunities in Rec Room
Rec Room offers several opportunities for creators to earn tokens they can exchange for real money.
Partnered Creators can create game rooms and charge players tokens to purchase unlockable items. For instance, if you make a room where people play laser tag, you could earn tokens by selling guns with special properties or charging for abilities, such as invisibility or flying. Additionally, you can give players the option to donate to your room. If you have a virtual space people want to support, you could generate revenue from donors
Creators can also sell inventions and dorm skins to earn tokens in Rec Room. Many players are willing to exchange tokens for items that make their dorms more attractive and interesting.
Currently, Rec Room only lets creators sell custom shirt designs. It plans to update its marketplace to include more clothing options in the near future, though. If you have a talent for graphic design, you could earn tokens by making and selling custom avatar clothes through the marketplace.
For every 250,000 tokens you collect from players, you earn $150 from Rec Room.
] Opportunities in VRChat
VRChat takes a slightly different approach to supporting its creator economy. Individuals can earn VRChat Credits by selling items through their stores.
Creators can make and sell unique avatars. While many players delight in customizing their own avatars, others would rather spend a few tokens on an avatar they find interesting.
Similar to avatars, creators can build custom virtual worlds and environments within VRChat, and sell access to these worlds on the platform’s world store.
If you build a world that attracts a lot of players, you can monetize your creation by selling access to unique items, and VIP areas. This strategy encourages creators to make high-quality environments that keep players excited.
Individuals can also earn money by hosting VIP events. For example, a comedian or musician could sell tickets to a virtual performance. Some creators organize dance parties or club nights that require a subscription for entry. These events often feature live DJs, custom avatars, and unique environments. Roleplaying groups within VRChat may host special story-driven events or campaigns that are only accessible to paying members. These events can include elaborate setups and interactive elements.
You can exchange 30,000 VRChat credits for about $150. Keep in mind, though, that creator groups don’t keep 100% of the credits. In most cases, 50% goes to creators, 20% to VRChat, and 30% goes to platforms, such as Steam, Meta, and Google Play.
Strategic Partnerships and Investors

You can find an impressive range of companies represented within VRChat and Rec Room virtual environments. Some companies have created games and unique environments within the platforms. Others have built virtual stores and product simulations.
Companies currently collaborating with VRChat include:
– Nissan, which built a virtual dealership and cars players can drive in the game.
– Sony Electronics – As a part of partnership with VRChat, “mocopi” world provides users with tutorials as well as fun content to engage.
– COVER Corporation, an entertainment company that uses VRChat to host its virtual hololive meet events.
VRChat has raised nearly $100 million over ten rounds of funding from Investors like HTC Corporation, GFR Fund, Markers Fund, and Anthos Capital.
Rec Room has collaborated with several companies and brands to develop unique games that will attract new players. Some of the most successful collaborations so far have been with:
– Teenage Mutant Ninja Turtles (owned by Nickelodeon).
– Mattel, has permitted Rec Room to use the likenesses of Barbie, Ken, and related characters.
– MrBeast, collaborated on a special in-game event and content release. As part of this collaboration, Rec Room introduced a MrBeast-themed shirt that players could obtain in the game.
– PUMA, which has a selection of branded sports apparel available for avatars.
– Soap & Glory, a British beauty brand that established three virtual environments to promote its products.
Rec Room has received about $294 million in venture capital funding from Sequoia Capital, Index Ventures, Coatue Management
Choosing Between VRChat and Rec Room
VRChat and Rec Room are both excellent platforms with few similarities but also key differences. They offer exciting opportunities for brands, developers, and players. Anyone looking to invest time or money in virtual reality should carefully consider how their specific brand would appeal to the demographics of each platform.
While most companies will choose one over the other, it’s not unreasonable to consider partnering with both in different ways to convey your brand story.
And that’s why we are here to help – Contact us today for developing your Social VR strategy.

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