Health and behavioral characteristics of metaverse users in Japan: Metaverse health survey 2025
The metaverse has quickly grown into a dynamic digital space, attracting a global user base. While it offers potential mental health benefits and opportunities for social interaction, extended use may negatively impact users’ physical activity, nutrition, and sleep. This study by Momosaki et al. (2025) aimed to evaluate the overall health status of individuals who interact with the metaverse. Researchers conducted an anonymous online survey from April to May 2025, targeting users aged 16 and older, primarily in Japan. The questionnaire explored physical activity, dietary habits, mental health, sleep quality, and health literacy using validated measurement tools. Among the 417 respondents—mostly men in their 20s and 30s—more than half reported sitting for at least 8 hours daily. Dietary variety was poor, with over half scoring two or less out of 10. A quarter reported sleeping fewer than six hours per night, and approximately 18% noted a decline in sleep quality since engaging with the metaverse. On a positive note, around 38% experienced mental health improvements. Some users adopted health-supportive behaviors within the metaverse: 23% reported participating in virtual exercise, and nearly 20% preferred standing while using the platform. Most users were considering improving their diet and activity levels, and over two-thirds expressed interest in receiving healthcare services through the metaverse. In conclusion, despite notable health concerns such as sedentary lifestyles, poor diets, and sleep challenges, there are signs that the metaverse can promote positive health behaviors. Incorporating engaging, health-focused features into metaverse platforms could promote better habits and well-being. Future strategies should aim to design immersive health interventions within virtual environments. [NPID: Cybersickness, diet, exercise, health literacy, mental health, metaverse, nutritional status, physical activity, sleep, virtual reality]
Year: 2025