What's It Mean to "Be Social" in VR?: Mapping the Social VR Design Ecology

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.

[1]  Elena Márquez Segura,et al.  Enabling Co-Located Physical Social Play: A Framework for Design and Evaluation , 2015, Game User Experience Evaluation.

[2]  Raz Schwartz,et al.  All are welcome: Using VR ethnography to explore harassment behavior in immersive social virtual reality , 2017, 2017 IEEE Virtual Reality (VR).

[3]  Ross MacDonald,et al.  Play between Worlds: Exploring Online Game Culture , 2007 .

[4]  Edward Castronova,et al.  Exodus to the Virtual World: How Online Fun Is Changing Reality , 2007 .

[5]  Carman Neustaedter,et al.  Autobiographical design in HCI research: designing and learning through use-it-yourself , 2012, DIS '12.

[6]  Kristina Höök,et al.  Transferring qualities from horseback riding to design , 2010, NordiCHI.

[7]  Saul Greenberg,et al.  Proxemic Interactions: From Theory to Practice , 2015, Proxemic Interactions.

[8]  Joshua Tanenbaum,et al.  Hermeneutic Inquiry for Digital Games Research , 2015, The Computer Games Journal.

[9]  Ina Fourie,et al.  The Second Life Herald: The Virtual Tabloid that Witnessed the Dawn of the Metaverse , 2009 .

[10]  Jim Bizzocchi,et al.  Well read: applying close reading techniques to gameplay experiences , 2011 .

[11]  Holger Regenbrecht,et al.  Embodied Presence in Virtual Environments , 1999, Visual Representations and Interpretations.

[12]  Tom Boellstorff Coming of Age in Second Life: An Anthropologist Explores the Virtually Human , 2008 .

[13]  John Bowers,et al.  Talk and embodiment in collaborative virtual environments , 1996, CHI.

[14]  Joshua McVeigh-Schultz,et al.  Affordances, Technical Agency, and the Politics of Technologies of Cultural Production , 2012 .

[15]  Katherine Isbister,et al.  Enabling Social Play: A Framework for Design and Evaluation , 2010, Evaluating User Experience in Games.

[16]  Julian Dibbell My Tiny Life: Crime and Passion in a Virtual World , 1998 .

[17]  Cory Ondrejka,et al.  A Piece of Place: Modeling the Digital on the Real in Second Life , 2004 .

[18]  Matthias Rehm,et al.  Getting acquainted in Second Life: human agent interactions in virtual environments , 2009, Advances in Computer Entertainment Technology.

[19]  Elizabeth F. Churchill,et al.  Collaborative Virtual Environments: Digital Places and Spaces for Interaction , 2001 .

[20]  Denise Doyle,et al.  PHENOMENOLOGIES OF PRACTICE: Making Sense of Virtual Worlds and User-Driven Innovation , 2010 .

[21]  Celia Pearce,et al.  Communities of Play: Emergent Cultures in Multiplayer Games and Virtual Worlds , 2009 .

[22]  Steve Benford,et al.  Collaborative virtual environments , 2001, CACM.

[23]  Alan Munro,et al.  Collaborative virtual environments , 2001, CACM.

[24]  Steve Benford,et al.  User embodiment in collaborative virtual environments , 1995, CHI '95.

[25]  Tekla S. Perry,et al.  Virtual reality goes social , 2016, IEEE Spectrum.

[26]  B. Nardi,et al.  Ethnography and Virtual Worlds: A Handbook of Method , 2012 .

[27]  Jim Blascovich,et al.  A theoretical model of social influence for increasing the utility of collaborative virtual environments , 2002, CVE '02.

[28]  Robert S. Allison,et al.  Personal Space in Virtual Reality , 2003, TAP.

[29]  Tom Boellstorff Coming of Age in Second Life: An Anthropologist Explores the Virtually Human , 2008 .

[30]  Elizabeth F. Churchill,et al.  Collaborative Virtual Environments: Digital Spaces and Places for CSCW: An Introduction , 2001, Collaborative Virtual Environments.

[31]  Thomas M. Malaby Making Virtual Worlds: Linden Lab and Second Life , 2009 .

[32]  Elizabeth F. Churchill,et al.  Collaborative virtual environments: An introductory review of issues and systems , 1998, Virtual Reality.