VR Almost There: Simulating Co-located Multiplayer Experiences in Social Virtual Reality

被引:12
作者
Sykownik, Philipp [1 ]
Karaosmanoglu, Sukran [2 ]
Emmerich, Katharina [3 ]
Steinicke, Frank [2 ]
Masuch, Maic [1 ]
机构
[1] Univ Duisburg Essen, Entertainment Comp Grp, Duisburg, Germany
[2] Univ Hamburg, Human Comp Interact, Hamburg, Germany
[3] Univ Duisburg Essen, High Performance Comp Grp, Duisburg, Germany
来源
PROCEEDINGS OF THE 2023 CHI CONFERENCE ON HUMAN FACTORS IN COMPUTING SYSTEMS (CHI 2023) | 2023年
关键词
social virtual reality; multiplayer games; social presence; player experience; social interaction; CONSTRUCTION; EMBODIMENT; ILLUSION; SCALE; BODY; SELF;
D O I
10.1145/3544548.3581230
中图分类号
TP [自动化技术、计算机技术];
学科分类号
0812 ;
摘要
Consumer social virtual reality (VR) applications have recently started to enable social interactions at a distance. Yet it is still relatively unknown if and to what extent such applications provide meaningful social experiences in cases where in-person leisure activities are not feasible. To explore this, we developed a custom social VR application and conducted an exploratory lab study with 25 dyads in which we compared an in-person and a virtual version of a co-located multiplayer scenario. Our mixed-methods analysis revealed that both scenarios created a socially rich atmosphere and strengthened the social closeness between players. However, the lack of facial animations, limited body language, and a low field of view led to VR's main social experiential limitations: a reduced mutual awareness and emotional understanding compared to the in-person scenario. We derive implications for social VR design and research as well as game user research.
引用
收藏
页数:19
相关论文
共 101 条
[1]  
[Anonymous], 2002, P 4 INT C COLLABORAT, DOI DOI 10.1145/571878.571883
[2]  
[Anonymous], 2008, Comput. Entertain., DOI [DOI 10.1145/1371216.1371221, 10.1145/1371216.1371221]
[3]  
[Anonymous], 2017, VRST 17 P 23 ACM S V, DOI DOI 10.1145/3139131.3139156
[4]   INCLUSION OF OTHER IN THE SELF SCALE AND THE STRUCTURE OF INTERPERSONAL CLOSENESS [J].
ARON, A ;
ARON, EN ;
SMOLLAN, D .
JOURNAL OF PERSONALITY AND SOCIAL PSYCHOLOGY, 1992, 63 (04) :596-612
[5]   Equilibrium theory revisited: Mutual gaze and personal space in virtual environments [J].
Bailenson, JN ;
Blascovich, J ;
Beall, AC ;
Loomis, JM .
PRESENCE-VIRTUAL AND AUGMENTED REALITY, 2001, 10 (06) :583-598
[6]   Sampling in software engineering research: a critical review and guidelines [J].
Baltes, Sebastian ;
Ralph, Paul .
EMPIRICAL SOFTWARE ENGINEERING, 2022, 27 (04)
[7]   Psychological benefits of using social virtual reality platforms during the covid-19 pandemic: The role of social and spatial presence [J].
Barreda-Angeles, Miguel ;
Hartmann, Tilo .
COMPUTERS IN HUMAN BEHAVIOR, 2022, 127
[8]  
Benford S., 1995, Human Factors in Computing Systems. CHI'95 Conference Proceedings, P242
[9]   Toward a more robust theory and measure of social presence: Review and suggested criteria [J].
Biocca, F ;
Harms, C ;
Burgoon, JK .
PRESENCE-VIRTUAL AND AUGMENTED REALITY, 2003, 12 (05) :456-480
[10]  
BORODITSKY L, 2001, 4 ANN INT WORKSH PRE, V43, P1