1 minute read
Earlier Studies
• McVeigh-Schultz, J., et al. What's It Mean to "Be Social" in VR?: Mapping the Social VR Design Ecology. Designing Interactive Systems, ACM.
• Abstract
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• The emerging ecology of commercial social VR currently includes a diverse set of applications and competing models of what it means to be social in VR. This study maps a slice of this ecology, comparing and contrasting ways different applications frame, support, shape, or constrain social interaction. We deploy a method of design-oriented autobiographical landscape research to examine five platforms: Facebook Spaces, Rec Room, High Fidelity, VRChat, and AltspaceVR. We analyze design choices underlying these environments and draw attention to issues of space and place, locomotion, and social mechanics. Drawing on this analysis, we identify key issues and concerns for future research and design in social VR.
AltspaceVR supports an eclectic combination of experiences including chatting with others, playing games, and attending live events. It is a platform where identity-play is prevalent, but it has also struggled with issues of harassment.
VRChat has become known for non-normative social interactions and performative memes. Interactions can feel like social experiments, with participants taking on personas or exploring embodied rituals Opportunities to interact with strangers are supplemented by games like Battle Discs. Like AltspaceVR, VRChat has also struggled with harassment.
Rec Room emphasizes playing games. In the “Rec Center” participants manipulate a variety of objects and engage with mini-experiences including ping-pong and basketball or travel to more crafted game experiences such as paint ball and co-op adventures. Rec Rom’s social mechanics seem to limit harassment.
High Fidelity VR underscores in-world construction tools that enable users to build their own worlds. Developers work openly alongside visitors, further emphasizing themes of construction.