{"title":"User Experience of Different Groups in Social VR Applications: An Empirical Study Based on User Reviews","authors":"Jiong Dong;Kaoru Ota;Mianxiong Dong","doi":"10.1109/TCSS.2024.3416208","DOIUrl":null,"url":null,"abstract":"Social virtual reality (VR) applications provide a diverse and evolving ecosystem for different groups to socialize in VR. Understanding how people explore social VR applications is crucial for VR developers, such as designing social VR content. Previous work has focused on interviewing participants to study the user experience (UX) of social VR. However, the potential value of user reviews of social VR platforms is largely unexplored. In this article, we collect 105 757 user reviews of nine social VR applications from two digital distribution platforms (Steam and Oculus) to study the impact of social VR on people by in-depth analysis of reviews related to avatars, harassment, and physical reactions of different groups. We observe that players prefer avatar customization, and social VR applications are suitable places for some groups, such as lesbian, gay, bisexual, transgender, queer (LGBTQ). However, there are also many complaints from players about harassment and bullying in these social VR applications. Our findings highlight potential design implications of social VR applications for creating more friendly and fulfilling social VR experiences for users.","PeriodicalId":13044,"journal":{"name":"IEEE Transactions on Computational Social Systems","volume":"11 6","pages":"7133-7145"},"PeriodicalIF":4.5000,"publicationDate":"2024-09-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"IEEE Transactions on Computational Social Systems","FirstCategoryId":"94","ListUrlMain":"https://ieeexplore.ieee.org/document/10670703/","RegionNum":2,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"COMPUTER SCIENCE, CYBERNETICS","Score":null,"Total":0}
引用次数: 0
Abstract
Social virtual reality (VR) applications provide a diverse and evolving ecosystem for different groups to socialize in VR. Understanding how people explore social VR applications is crucial for VR developers, such as designing social VR content. Previous work has focused on interviewing participants to study the user experience (UX) of social VR. However, the potential value of user reviews of social VR platforms is largely unexplored. In this article, we collect 105 757 user reviews of nine social VR applications from two digital distribution platforms (Steam and Oculus) to study the impact of social VR on people by in-depth analysis of reviews related to avatars, harassment, and physical reactions of different groups. We observe that players prefer avatar customization, and social VR applications are suitable places for some groups, such as lesbian, gay, bisexual, transgender, queer (LGBTQ). However, there are also many complaints from players about harassment and bullying in these social VR applications. Our findings highlight potential design implications of social VR applications for creating more friendly and fulfilling social VR experiences for users.
期刊介绍:
IEEE Transactions on Computational Social Systems focuses on such topics as modeling, simulation, analysis and understanding of social systems from the quantitative and/or computational perspective. "Systems" include man-man, man-machine and machine-machine organizations and adversarial situations as well as social media structures and their dynamics. More specifically, the proposed transactions publishes articles on modeling the dynamics of social systems, methodologies for incorporating and representing socio-cultural and behavioral aspects in computational modeling, analysis of social system behavior and structure, and paradigms for social systems modeling and simulation. The journal also features articles on social network dynamics, social intelligence and cognition, social systems design and architectures, socio-cultural modeling and representation, and computational behavior modeling, and their applications.