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dc.contributor.authorCheng, Ruizhi
dc.contributor.authorLi, Jie
dc.contributor.authorChen, Songqing
dc.contributor.authorHan, Bo
dc.date.accessioned2025-12-03T18:51:01Z
dc.date.available2025-12-03T18:51:01Z
dc.date.issued2025-10-16
dc.identifier.issn2573-0142
dc.identifier.urihttps://hdl.handle.net/1721.1/164186
dc.description.abstractSocial virtual reality (VR) has the potential to replace conventional online social media by offering quasi-realworld social experiences. As such, it has been extensively examined by the research community. However, existing studies fall short of providing a comprehensive understanding of how different aspects of social VR platforms interact to affect user experience. Motivated by this limitation, we conduct a user study with Oculus Quest 2 headsets and dissect the user experience on five social VR platforms. We evenly and randomly divide 42 participants into short-term (spending 10–30 minutes/platform) and long-term (spending at least 120 minutes/platform) groups. Besides employing surveys and interviews, we measure the frame rate and resolution of these platforms and explore how various factors interplay to influence the user experience of social VR. Our findings reveal that the frame rate, resolution, and interactive events of social VR platforms have a more significant impact on the experience of long-term users compared to short-term users. The scalability limitations of these platforms, as evidenced by decreased frame rates with the increasing number of concurrent users, result in an increased prevalence of motion sickness among long-term users, negatively impacting their overall experience. Moreover, the absence of highly interactive events also deteriorates their overall experience, and the low resolution combined with the lack of interactive events further decreases their sense of social presence. Additionally, our study demonstrates several common limitations negatively affecting the experience of both long-term and short-term users. For example, the harassment prevention mechanisms on all five platforms are inadequate, and being harassed has a detrimental effect on users’ overall experience and sense of social presence. The avatar embodiment of investigated platforms has limited contribution to users’ sense of social presence, mainly due to the lack of realism and full-body tracking. Our findings call for more research in scalability support, motion sickness relief, interactive event design, harassment prevention, and avatar development for improving social VR platforms in the future.en_US
dc.publisherACMen_US
dc.relation.isversionofhttps://doi.org/10.1145/3757405en_US
dc.rightsCreative Commons Attributionen_US
dc.rights.urihttps://creativecommons.org/licenses/by/4.0/en_US
dc.sourceAssociation for Computing Machineryen_US
dc.titleDissecting User Experience of Social Virtual Reality: A Tale of Five Platformsen_US
dc.typeArticleen_US
dc.identifier.citationRuizhi Cheng, Jie Li, Songqing Chen, and Bo Han. 2025. Dissecting User Experience of Social Virtual Reality: A Tale of Five Platforms. Proc. ACM Hum.-Comput. Interact. 9, 7, Article CSCW224 (November 2025), 31 pages.en_US
dc.contributor.departmentMassachusetts Institute of Technology. Media Laboratoryen_US
dc.relation.journalProceedings of the ACM on Human-Computer Interactionen_US
dc.identifier.mitlicensePUBLISHER_POLICY
dc.eprint.versionFinal published versionen_US
dc.type.urihttp://purl.org/eprint/type/JournalArticleen_US
eprint.statushttp://purl.org/eprint/status/PeerRevieweden_US
dc.date.updated2025-11-01T07:54:02Z
dc.language.rfc3066en
dc.rights.holderThe author(s)
dspace.date.submission2025-11-01T07:54:03Z
mit.journal.volume9en_US
mit.journal.issue7en_US
mit.licensePUBLISHER_CC
mit.metadata.statusAuthority Work and Publication Information Neededen_US


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