We seek to elucidate the constellation of design choices that shape pro-social interactions in commercial social VR… to study the relationship between design choices and social practices… [and] clarify the stakes of these choices.
My first reaction reading this paper was a sigh of relief. This is, in and of itself, not another study on some microcosm of interaction touting a VR feature’s capacity to make users 37% more likely to want to continue the experience, but rather a significantly pulled-back look on the features designers have chosen to implement, and the correlation with their creator’s varied philosophies on human interaction, agency, and responsibility. Of course, I poke some fun at myself - my thesis proposal having just been accepted under the working title Towards Increased Telepresence in Co-Located Extended-Reality Experiences - but also feel validation in the core of my thesis’ pursuit to uncover the effect audio has in a human-connection-centered, rather than the more common attention-centered, line of questioning.
Having recently attended the GameSoundCon 2020 conference, of which many social events were held virtually, this was a question that was building off of a great deal of important conversations I’ve had with friends and colleagues about their relative lack of safety in environments where “networking” and “socialization” are also so often conflated with copious alcohol and plenty of extreme social/career power dynamic differences. I found myself thinking:
How does the virtual space affect how we interact? How are our personal boundaries boundaries codified, respected, or enabled to be violated?
I personally remember experiencing a profound weirdness in unintentionally walking “through” many people at times, and found both navigating and interpreting the less-tangible relationship of space and body language extremely difficult. McVeigh-Shultz, Kolesnichenko, and Isbister, through the interviews they conducted, answer many of those questions in a quite meaningful way.
“this [auditorium] didn’t … have the seating… it used to be a madhouse…. Once we put the seating in,… they [understood] that in real life you would sit down and be quiet”.
- Tamara Hughes, Community Support Coordinator, “Rec Room”
The impact the space itself - and the societal expectations of such - seems to be a through-line across all developers. Sports-themed space Rec Room had to eliminate a Locker Room-style area for the ensuing “locker room talk”, while AltspaceVR’s inclusion of burgers, marshmallows, and firecrackers around a campfire (itself chosen for the underlying space-experience of storytelling and intimate memory-making) made users all the more comfortable to engage in these virtualized spaces almost ritualistically. This is a fascinating (if understandable) concept, that to me presents an incredible challenge for level designers in the near future. Once we’ve moved past the “you can do stuff kinda like real life here too!” phase, how will these lessons impact more fantastical or abstract experiences? The potential for exploration, combination, and subversion is nearly limitless: Could you have an Escherian lounge space that despite the initial visual disarray promotes peace and relaxation? The architectural / spatial / location vocabulary is rich with subtext that’s only just beginning to be uncovered.
One particularly interesting observation made is that of the replacement and/or creation of new Gestures to replace old ones. AltspaceVR allows users to generate a small cloud of one of a handful of emojis, which I can anecdotally confirm becomes a great way of communicating emotion in larger group environments - say something really nice, everyone throws up a heart emoji - everyone feels great! And one intereviewed VRChat content creator talked about the onset of gestures like "head patting” or “feeding” as a replacement for hugs. While this is a whole different topic, it’s worth taking a moment to recognize the ways in which specific communities engage with each other: VRChat has a noted presence of users who identify as - and create avatars that reflect this identification - as “furries”, and the freedom (or lack thereof) in avatar selection inside respective communities can lead to a growing vocabulary of virtual body language. “Petting” is a gesture that likely carries different meanings to canine-styled avatars than, say, robots.