Social Virtual Reality (VR) provides an escape from the physical world, creating communities where visitors can imagine and play new roles. However, spaces in social VR platforms can have their own unique identities, shaping the interactions within them with virtual interactions that go beyond physical reality. To investigate the unique capabilities of the spatial part of the social VR experience to shape player perception and interaction, we designed “impossible spaces” in VRChat that defy spatial interaction expectations in physical reality, including “explosion” room, “teleportation” room, “furry” room, “levitation” room, “dark” room, “transparent” room. We qualitatively analyzed exploration patterns and interview data to identify exploration-oriented, task-oriented, and examining patterns of movement by players. We interpret how affordances like relocation and materiality can lead to diverse spatial judgments. The design of spaces that go beyond physical reality provides insight for the design of imagined scenarios and interactions in-game and exhibition environments.

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The House of the Impossible Gables: Player Engagement and Spatial Perception of Physically Impossible Spaces in Social VR

  • Jingfei Huang,
  • Yan Zhang,
  • Jingyi Ge,
  • Yaning Li,
  • Ray LC

摘要

Social Virtual Reality (VR) provides an escape from the physical world, creating communities where visitors can imagine and play new roles. However, spaces in social VR platforms can have their own unique identities, shaping the interactions within them with virtual interactions that go beyond physical reality. To investigate the unique capabilities of the spatial part of the social VR experience to shape player perception and interaction, we designed “impossible spaces” in VRChat that defy spatial interaction expectations in physical reality, including “explosion” room, “teleportation” room, “furry” room, “levitation” room, “dark” room, “transparent” room. We qualitatively analyzed exploration patterns and interview data to identify exploration-oriented, task-oriented, and examining patterns of movement by players. We interpret how affordances like relocation and materiality can lead to diverse spatial judgments. The design of spaces that go beyond physical reality provides insight for the design of imagined scenarios and interactions in-game and exhibition environments.