Abstract
This paper examines the question of whether the metaverse can cross the "chasm" in Japan. Specifically, VRChat, a representative platform of the metaverse (VRSNS), is analyzed and discussed from the perspective of "the nature of 'play'" with virtual YouTubers, who are often confused with the metaverse and have already crossed the chasm. The analysis reveals that while the essence of VRChat as a "play" is "entrepreneurship" and has high social value, VRChat is essentially not designed for the majority. However, by taking advantage of the appealing and cognitively confusing nature of virtual YouTubers with the Metaverse, we were able to propose a strategy to promote VRSNS to the Early Majority segment bypassing the Late Majority segment, which is easily influenced by its surroundings.