“I’ll Just Be Me”: Immersive Virtual Reality User’s Perceptions of Social Virtual Reality
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This thesis inspects immersive virtual reality users’ perceptions of social virtual reality platforms, including how relationships and communities are formed on these platforms. Using qualitative semi-structured interviews and iterative analysis, several themes emerged. Immersive VR users perceived social VR to be easier to navigate socially, and generally thought that design and layout of virtual spaces affected their interactions. All users enjoyed the social aspect, many using the platforms as a social “supplement”, and many users did not perceive negative aspects of the platform to greatly affect their use. Interestingly, most respondents, regardless of gender, did not perceive their gender to affect their VR use or gameplay and interactions, but their responses indicated highly gendered social effects. Sexuality was perceived as having a greater impact on the respondent’s VR use and interactions for cis-gendered folx than their gender, and most respondents perceived community in VR. Even those critical of VR communities noted seeing it, even if they did not believe it was authentic or going to be long-lasting. Implications for game developers and designers are discussed.
Embargo status: Restricted until 06/2025. To request the author grant access, click on the PDF link to the left.