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Stay Connected in An Immersive World: Why Teenagers Engage in Social Virtual Reality

Published: 24 June 2021 Publication History

Abstract

Social virtual reality (VR) has emerged as a popular online space for teenagers to interact and socialize. It attracts teens due to the broad range of immersive activities and social engagement opportunities, along with diverse users in terms of age and interest. Yet, little is known about teenagers’ experiences and understandings of this emerging online social space, especially regarding what aspects may attract or dissuade them to social VR. To explore this question, we conducted in-depth interviews with 20 teenagers (e.g., ages 13-18) and reported findings regarding what attracted them to engage in social VR and challenges with social VR that may dissuade them from using it. Our findings contribute to the growing body of scholarship on teenagers’ experiences in emerging, novel online social spaces and highlight potential design implications for creating safer and more fulfilling social VR experiences for teenagers.

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Cited By

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  • (2024)Affording Social Experience for Adolescents Using Immersive Virtual Reality: A Moderated Mediation AnalysisChildren10.3390/children1111136211:11(1362)Online publication date: 9-Nov-2024
  • (2024)The role of socialization agents in sociovirtualization: Bridging the gap between virtual and real-world interactionsProceedings of London International Conferences10.31039/plic.2024.9.200(8-20)Online publication date: 19-Mar-2024
  • (2024)The Alt-Self: Investigating the Inclusivity of Self-Avatar Representations in Social VRCompanion Proceedings of the 2024 Annual Symposium on Computer-Human Interaction in Play10.1145/3665463.3678783(131-138)Online publication date: 14-Oct-2024
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cover image ACM Conferences
IDC '21: Proceedings of the 20th Annual ACM Interaction Design and Children Conference
June 2021
697 pages
ISBN:9781450384520
DOI:10.1145/3459990
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Publication History

Published: 24 June 2021

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Author Tags

  1. social VR
  2. social dynamics
  3. social interaction
  4. social virtual reality
  5. teenagers
  6. virtual reality
  7. virtual worlds

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IDC '21
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IDC '21: Interaction Design and Children
June 24 - 30, 2021
Athens, Greece

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Cited By

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  • (2024)Affording Social Experience for Adolescents Using Immersive Virtual Reality: A Moderated Mediation AnalysisChildren10.3390/children1111136211:11(1362)Online publication date: 9-Nov-2024
  • (2024)The role of socialization agents in sociovirtualization: Bridging the gap between virtual and real-world interactionsProceedings of London International Conferences10.31039/plic.2024.9.200(8-20)Online publication date: 19-Mar-2024
  • (2024)The Alt-Self: Investigating the Inclusivity of Self-Avatar Representations in Social VRCompanion Proceedings of the 2024 Annual Symposium on Computer-Human Interaction in Play10.1145/3665463.3678783(131-138)Online publication date: 14-Oct-2024
  • (2024)Is it Part of Me? Exploring Experiences of Inclusive Avatar Use For Visible and Invisible Disabilities in Social VRProceedings of the 26th International ACM SIGACCESS Conference on Computers and Accessibility10.1145/3663548.3675601(1-15)Online publication date: 27-Oct-2024
  • (2024)Exploring the Perspectives of Social VR-Aware Non-Parent Adults and Parents on Children's Use of Social Virtual RealityProceedings of the ACM on Human-Computer Interaction10.1145/36528678:CSCW1(1-25)Online publication date: 26-Apr-2024
  • (2024)Disembodied, Asocial, and Unreal: How Users Reinterpret Designed Affordances of Social VRProceedings of the 2024 ACM Designing Interactive Systems Conference10.1145/3643834.3661548(1914-1925)Online publication date: 1-Jul-2024
  • (2024)TeenWorlds: Supporting Emotional Expression for Teenagers with their Parents and Peers through a Collaborative VR ExperienceProceedings of the 30th ACM Symposium on Virtual Reality Software and Technology10.1145/3641825.3687754(1-14)Online publication date: 9-Oct-2024
  • (2024)"Pikachu would electrocute people who are misbehaving": Expert, Guardian and Child Perspectives on Automated Embodied Moderators for Safeguarding Children in Social Virtual RealityProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642144(1-23)Online publication date: 11-May-2024
  • (2024)Privacy in Immersive Extended Reality: Exploring User Perceptions, Concerns, and Coping StrategiesProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642104(1-24)Online publication date: 11-May-2024
  • (2024)Understanding Parents’ Perceptions and Practices Toward Children’s Security and Privacy in Virtual Reality2024 IEEE Symposium on Security and Privacy (SP)10.1109/SP54263.2024.00222(1554-1572)Online publication date: 19-May-2024
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