Report on the World's First Metaverse Hobby Comprehensive Exhibition 'Virtual Hobby Fest 2026'

The 'Virtual Hobby Fest 2026', co-hosted by Hobby Japan and V Inc. on VRChat, concluded successfully as the world's first metaverse hobby exhibition. Attracting over 67,000 visitors, the event achieved over 95% satisfaction by leveraging advanced VR technologies and interactive experiences.
イベントNQ 8/100出典:PR Times

📋 Article Processing Timeline

  • 📰 Published: April 15, 2026 at 23:00
  • 🔍 Collected: April 15, 2026 at 14:31
  • 🤖 AI Analyzed: April 19, 2026 at 12:01 (93h 29m after Collected)
Hobby Japan Co., Ltd. (Shibuya-ku, Tokyo, President & CEO: Daisuke Matsushita), publisher of the comprehensive hobby magazine 'Monthly Hobby Japan', and V Inc. (Shinagawa-ku, Tokyo, President & CEO: Kota Fujiwara, hereinafter referred to as 'V'), which plans, develops, and operates social infrastructure in virtual spaces, jointly hosted "Virtual Hobby Fest 2026" (commonly known as 'BachaHobi') on VRChat from Friday, March 20, 2026, to Sunday, April 5, 2026, and concluded with great success. This release details the event's achievements and V Inc.'s production efforts.

■ Over 60,000 Visitors and Satisfaction Rate Exceeding 95%

"Virtual Hobby Fest 2026" surpassed a total of 67,000 visitors. Post-event surveys showed approximately 32% "Satisfied" and about 63% "Very Satisfied," garnering a significant positive response.

This event was the world's first metaverse comprehensive exhibition themed around hobbies, held on the social VR platform "VRChat."

V Inc., by leveraging the unique characteristics of virtual spaces, designed and produced an immersive hobby exhibition experience, distinct from real-world events, through exhibit direction, traffic flow design, and the implementation of interactive gimmicks.

■ Virtual-Exclusive Exhibition Experience Realized by V Inc.

High-Definition Exhibition Expression Utilizing Latest "3DGS" Technology
To reproduce the texture of figures and subtle nuances in paint, which were difficult to express with conventional 3D models, the latest "3D Gaussian Splatting (3DGS)" technology was utilized in addition to "photogrammetry."
This allowed for the display of numerous event-limited giant figures and pre-release new products at near-actual size. Furthermore, by enabling visitors to "pick up" and view exhibits from 360 degrees, a realistic exhibition space was created, allowing visitors to feel as if they were experiencing the real items.
Post-event surveys indicated that approximately 80% of respondents replied they "Want to purchase" or "Are considering purchasing" the exhibited products, suggesting that the exhibition experience successfully stimulated high interest and curiosity.

Scale Presentation Unique to VR, Designed for Real-World Impact
For giant mechs appearing in 'Zoids' and 'Macross,' exhibitions were conducted at their in-show sizes.
Beyond simply placing large exhibits, production included perspective design and spatial direction to enable experiences such as "peering up from beneath the machine" or "getting into the cockpit for a commemorative photo."
Through a first-person perspective experience, unique to virtual spaces and difficult to achieve at real exhibitions, a lasting impression was made on visitors.

Interactive Experience Gimmicks Beyond Mere Viewing
This event also featured numerous interactive exhibits that went beyond simple viewing.
In the display of Kaiyodo's 'Rebuildable Amazing Yamaguchi Evangelion Unit-01,' a linkage gimmick was implemented where moving the small Evangelion Unit-01 caused the giant Unit-01 in the diorama to adopt the same pose. This expanded the experience from mere observation to active participation and enjoyment.
Additionally, at MegaHouse's booth, an ultra-giant 'Ban-ken Gao Gao' (Guard Dog Gao Gao) was exhibited, featuring a mini-game that replicated the product's characteristic of "gently taking food without waking it."
V Inc. plans and implements interactions that allow for a deeper experience of each product's and IP's charm in virtual spaces, tailored to the exhibit content for maximum virtual enjoyment.

■ Achieving High Satisfaction and Dissemination by Leveraging Production Expertise

V Inc. leveraged its accumulated expertise in virtual exhibition and experience design to consistently design and produce spatial direction, traffic flow, scale representation, and interaction implementation that maximized the exhibits' appeal.
As a result, visitors experienced not just "viewing exhibits" but a hobby experience of "immersing, touching, and playing," leading to social media dissemination and high satisfaction.

■ Event Report
Visitor Count: Approx. 67,000
Age Group: 75% or more aged 20-30s
Event Satisfaction: Over 95%
*Excerpt from event survey

■ Event Overview
Virtual Hobby Fest 2026
Event Period: March 20, 2026 (Fri, Holiday) 12:00 - April 5, 2026 (Sun) 23:59
Venue: VRChat
Organizers: Hobby Japan Co., Ltd. / V Inc.
Special Website: https://vr-hobb