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

Published:30 May 2018Publication History

ABSTRACT

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.

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      • Published in

        cover image ACM Conferences
        DIS '18 Companion: Proceedings of the 2018 ACM Conference Companion Publication on Designing Interactive Systems
        May 2018
        436 pages
        ISBN:9781450356312
        DOI:10.1145/3197391

        Copyright © 2018 Owner/Author

        Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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        Association for Computing Machinery

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        Publication History

        • Published: 30 May 2018

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