2021 IEEE Virtual Reality and 3D User Interfaces (VR) 2021
DOI: 10.1109/vr50410.2021.00079
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The Most Social Platform Ever? A Survey about Activities & Motives of Social VR Users

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Cited by 34 publications
(24 citation statements)
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“…There is evidence people are using games like VRChat in a similar fashion today; as approximations of self-led VRET. Coping with social anxieties was a leading reason people started to play VRChat during the COVID-19 pandemic (Kelley, 2021;Sykownik et al, 2021). Social VR games can facilitate casual intimacy (Maloney and Freeman, 2020), which may provide opportunity for patients to engage with social phobias in low-stake settings.…”
Section: Discussionmentioning
confidence: 99%
“…There is evidence people are using games like VRChat in a similar fashion today; as approximations of self-led VRET. Coping with social anxieties was a leading reason people started to play VRChat during the COVID-19 pandemic (Kelley, 2021;Sykownik et al, 2021). Social VR games can facilitate casual intimacy (Maloney and Freeman, 2020), which may provide opportunity for patients to engage with social phobias in low-stake settings.…”
Section: Discussionmentioning
confidence: 99%
“…With an increasing number of companies investing in immersive technologies and the future of the metaverse, social encounters in virtual environments (VE) will become commonplace in the foreseeable future. We can already observe this trend on platforms for personal use where users meet in VR to socialize, play, and experience cultural events together (Sykownik et al, 2021)-even more pronounced during the pandemic (Rzeszewski and Evans, 2020). This development also extends to the business context.…”
Section: Introductionmentioning
confidence: 86%
“…People use social VR platforms for a broad range of reasons. The strongest motives are meeting people, staying in contact, and experiencing social presence (Sykownik et al, 2021). Interacting in VEs offers considerable potential for high social presence (Short et al, 1976) as the spatial nature of the medium allows users to encounter other people in a shared space and affords complex social interactions and group dynamics.…”
Section: Social Interactions In Vrmentioning
confidence: 99%
“…With an increasing number of companies investing into immersive technologies and the future of the metaverse, social encounters in virtual environments (VE) will become commonplace in the foreseeable future. We can already observe this trend on platforms for personal use where users meet in VR to socialize, play, and experience cultural events together (Sykownik et al, 2021) -even more pronounced during the pandemic (Rzeszewski and Evans, 2020). This development also extends to the business context.…”
Section: Introductionmentioning
confidence: 86%
“…People use social VR platforms for a broad range of reasons. The strongest motives are meeting people, staying in contact, and experiencing social presence (Sykownik et al, 2021). Interacting in VEs offers great potential for high social presence (Short et al, 1976) as the spatial nature of the medium allows users to encounter other people in a shared space and affords complex social interactions and group dynamics.…”
Section: Social Interactions In Vrmentioning
confidence: 99%