Abstract:This article offers an autoethnographic account of the author’s experiences with facilitating relational intimacy in the Oculus Meta Quest 2 virtual reality (VR) platform. In doing so, it provides accounts of the author conversing, playing games, and watching movies with her relational partner. It also details the author’s user practices for contending with such issues as limited social and physical fidelity, functional limitations of the VR device, infrastructural failure, and data privacy. The discussion is … Show more
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