UPDATED: A Comparison Chart of Twelve Popular Social VR Platforms

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From my recent blog reader poll results, I got the following results on who has created user accounts on which social VR spaces:

The “Big Five” social VR platforms

After Second Life and OpenSim, the next biggest section of the reader responses were these five newer social VR platforms:

  • Sansar (149 readers, 8.87%)
  • High Fidelity (145 readers, 8.63%)
  • VRChat (101 readers, 6.01%)
  • Sinespace (83 readers, 4.94%)
  • AltspaceVR (68 readers, 4.05%)

Not far behind were a few more newer competitors

  • Rec Room (54 readers, 3.22%)
  • Somnium Space (53 readers, 3.16%)
  • Bigscreen (35 readers, 2.09%)
  • Facebook Spaces (29 readers, 1.73%)
  • Oculus Rooms (26 readers, 1.55%)
  • vTime (20 readers, 1.19%)
  • TheWaveVR (16 readers, 0.95%)

So, I decided to draw up a detailed comparison chart of just these 12 social VR platforms. Note that in this chart, I excluded platforms that did not have VR support (e.g. Second Life, OpenSim-based virtual worlds).

I also did not dwell on technical details, such as the underlying game engine, user creation tools, etc. Instead, I focused on the three things of most interest to consumers:

  • How you can access the platform;
  • What options do you have for your avatar;
  • And whether you can go shopping!

This print on this chart is a little small to show up on the constrained width of this blogpost, so I saved it as a picture to Flickr. Just click on the chart below (or the link above) to see it in Flickr in full size. You can also use the Flickr magnifying glass to get an even closer look!

Social VR Platform Comparison Chart 22 Oct 2018

You can also download this chart from Flickr in any size up to its original size (1656 x 914 pixels).

If you feel I’ve made any mistakes, or left anything out, please leave me a comment below, thanks! I do hope that people who are trying to figure out which social VR spaces to explore will find this comparison chart useful.

UPDATE Oct. 23rd: Someone on the Virtual Reality subReddit has helpfully pointed out this thread on the official Sansar website’s Feature Requests section, where it would appear that Sansar does now work with Windows Mixed Reality headsets. Sansar user Vassay wrote in July 2018:

After Windows 10 April update, WMR headsets work with Sansar in full scale – meaning all the benefits, including moving your avatar. Tested and confirmed on several systems already.

One thing to be weary is that Sansar works with WMR headsets through SteamVR libraries, so some updates to SteamVR can sometimes break things. But from what I’ve seen, things are mostly stable and work correctly.

Happy VR to all 😉

Also, there is an interesting comment on the discussion thread about this chart over on the High Fidelity user forums:

Clothing in High Fidelity is doable, but is limited at this time to whichever avatar is was made for, since global clothing options isn’t really a thing.

So can you have clothing in High Fidelity? Yes, and not just attachments either. Apparently Ryan forgot that Menithal’s robes are completely separate, that items made in Marvelous [Designer] do work here, or that I had a greeter uniform before all greeters got one…

Menithal in Clothing.jpeg

To which I would reply: Yes, technically you can make clothing for your custom avatar in HiFi (if you have the skills), but there is still no default, dressable avatar for which you can buy clothing from the marketplace, like you already can in both Sinespace and Sansar. Note that I am making a specific distinction between actual avatar clothing that conforms to your body and the simpler avatar attachments (such as hats and wings) currently offered at the in-world stores in High Fidelity.

Second Update: It turns out that Windows Mixed Reality headsets will work with any SteamVR-compatible virtual world. High Fidelity users report they can use their Windows MR headsets to navigate very well in HiFi.

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CNN Business Takes a Look at Social VR with Visits to AltspaceVR and High Fidelity

CNN Business teamed up with BEME News to produce a nine-minute segment on avatars in virtual reality, visiting both AltspaceVR and High Fidelity:

How realistic virtual reality experiences impact your mind

Widespread adoption of virtual reality may depend on bringing people together in familiar ways like going to a party, seeing a band, or networking at a conference without leaving your couch. How real do VR connections feel?

Here’s the complete video segment on YouTube:

I like how this segment includes the part where the reporter steps into the Doob scanner to create a photorealistic avatar of herself. I would love to be able to do that, but alas, I live too far away from any of the locations that currently offer this service.

And then, I love the part where Philip Rosedale leads the reporter to a mirror within High Fidelity so she can see what she looks like…absolutely wonderful! (By the way, does Philip do anything else lately besides public relations for social VR in general and HiFi in particular? He’s popping up everywhere lately! Does the man sleep?!??)

And I still chuckle whenever I see tarted-up AltspaceVR avatars (such as Katie Kelly’s avatar in this video), which look way better than the limited default options offered to the regular customers! AltspaceVR avatars are still totally unappealing compared to what other social VR platforms can offer such as Sansar and High Fidelity. When is Altspace going to get off their butts and fix that? They’ve got all that Microsoft money to work with, for Pete’s sake! Do something!!

Anyway, my carping at AltspaceVR’s dreadfully cartoony avatars aside, it’s a great video. The reporter’s sense of awe and wonder were genuine, and quite infectious! This video segment will introduce social VR and its possibilities to a whole new audience. Well done, CNN and BEME!

UPDATED: Linden Lab and Other Social VR Companies Sued Over Virtual Reality Patent

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Image by witwiccan on Pixabay

I was skimming through my Flipboard newsfeed on virtual reality over my morning coffee when I came across the following news item:

Second Life, VRChat, Others Sued Over Virtual Reality Patent

  • Virtual reality company says defendants infringed interactive theater patent
  • Company has sued 21 companies over patent

The makers of Second Life, VRChat, and other virtual reality games are facing claims that they infringed an interactive virtual theater patent.

Plaintiff Virtual Immersion Technologies Aug. 30 brought patent suits against seven companies, including Linden Research Inc., Sine Wave Entertainment Ltd., VRChat Inc., and Raytheon Co., Bloomberg Law data show.

The companies are infringing U.S. Patent 6,409,599, which allows people to interact in a real-time, virtual environment with live performers, according to Virtual Immersion’s nearly identical complaints filed…

A quick Google search on Virtual Immersion Technologies pulls up numerous lawsuits filed by the company against corporations such as Ford, Lockheed Martin, and Boeing. A 2017 lawsuit by the company against AltspaceVR led to the following spirited discussion over on the Vive subReddit:

Patent Troll.png

According to the Google dictionary, a “patent troll” is:

a company that obtains the rights to one or more patents in order to profit by means of licensing or litigation, rather than by producing its own goods or services.

At the time, Reuters reported:

A Texas-based company filed separate lawsuits on Wednesday against Boeing, Lockheed Martin and e-sports platform Sliver.tv, accusing them of infringing a patent on virtual reality technology.

The complaints filed in U.S. District Court in Delaware by Virtual Immersion Technologies of Georgetown, Texas are nearly identical to six others it filed in Texas last year against several other companies and one that it filed Tuesday in Delaware against Redwood City, California-based virtual reality startup AltspaceVR.

It would appear that Virtual Immersion Technologies is once again issuing patent infringement lawsuits against various players in the VR industry, including the companies behind Sansar, Sinespace, and VRChat. Unfortunately, fighting such lawsuits is a common part of the business landscape in America. Comedian John Oliver did a brilliant video on the problem:

UPDATE Sept. 28th: the EFF has weighed in on this patent.

Money in the Newer Virtual Worlds

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Image by TheDigitalWay on Pixabay

The best things in life are free
But you can give them to the birds and bees
I want money
That’s what I want
That’s what I want
That’s what I want

Your love gives me such a thrill
But your love won’t pay my bills
I want money
That’s what I want
That’s what I want
That’s what I want

Money, the Flying Lizards


In-world currency systems are an integral part of many social VR/virtual world platforms. Second Life can be seen as the perfect example of a virtual world whose popularity exploded once people realized that they could make money on the platform, inspired by a 2006 Businessweek cover story on Second Life entrepreneur Anshe Chung:

Anshe Chung.jpg

This blogpost is an attempt to provide a comprehensive overview of how the newer virtual world platforms have implemented in-world currencies and set up systems for commerce.

Sansar

Linden Lab has, of course, 15 years of experience working with Second Life‘s economy and in-game currency, and they have applied that expertise in the setup and operation of the economy for their new virtual world, Sansar. You can buy Sansar dollars in two ways, directly in bundles or via the Sansar Dollar Exchange (SandeX), a currency exchange. There are more details on the SandeX in this document:

 The SandeX is the official virtual exchange of Sansar, run by Linden Lab, where you can:

  • Buy Sansar dollars at the current market rate.
  • Make limit buy offers at a requested exchange rate.
  • Sell Sansar dollars at the current market rate.
  • Make limit sell offers at a requested exchange rate.

All SandeX transactions are subject to transaction fees.

Market buy and sell

Market buys and market sells are the quickest ways to purchase or sell Sansar dollars on the SandeX. The SandeX automatically matches your order with the best exchange rate. The quoted exchange rate includes transaction fees associated with buying and selling on the exchange.

Limit buy and sell

Limit buys and sells allow you to specify the amount of Sansar dollars and the exchange rate you are willing to accept. The SandeX automatically matches up buy and sell offers as they come in. If you are buying, you must have sufficient funds in your US$ wallet to pay for the buy order.

Creators can sell their creations on the Sansar Store, and can also receive statistics on how well their items are selling. There is as yet no in-world commerce like they have in Second Life.

Sinespace

Sinespace has two in-world currencies, called silver and gold. According to their wiki:

Gold

Gold credits can only be purchased for real money by spending users and can be converted back to real money by Sine Wave virtual goods partners.

Gold credits trade at 100 / 1 fixed ratio with USD$

Silver

Silver credits are free promotional credits given to users as rewards for participating in the community.

Silver credits cannot be converted to real money but can be used by creators to promote their content to new platform users who have not yet purchased gold.

Sinespace has a Marketplace built into its client software, and a few vendors like BlakOpal have also set up in-world stores.

High Fidelity

High Fidelity has attracted a lot of recent media attention due to the fact that they have decided to set up a blockchain-based in-world currency, called High Fidelity Coins (HFC):

  • Blockchain Technology: Our new currency, High Fidelity Coins (HFC), will be a public blockchain with a consensus group of multiple parties. A blockchain is essentially a digital ledger of transactions. We are using blockchain technology to track and record transactions made using HFC. All information on a blockchain exists as a shared database, which means the records are public and verifiable. It is not centralized. We are also using the blockchain to store information about digital asset ownership in High Fidelity. This enables us to protect intellectual property by embedding certification in items in the blockchain. HFC will eventually be convertible to local currencies or other cryptocurrencies at popular exchanges.
  • Cryptographically-secured Wallet: Users will be able to participate in transactions using their Wallet, which will be an app on their tablet in High Fidelity. Your Wallet is secured using a security picture and a passphrase which includes ECDSA public-private keys pairs. These key pairs are used to sign each transaction.
  • Proof of Provenance (PoP) certificate: This certificate is generated for every transaction between a user’s Wallet and the Markeplace. This certificate’s ID is stored on the blockchain. The certificate contains static properties that can help in identifying the item and the owner. These properties cannot be altered, except by transfer of the PoP Certificate. Currently, we only support objects that contain a file type .JSON. Support for avatars and other file types will be coming soon.

Currently, the only way to get some HFC (a free one-time grant) is to go to the Bank of High Fidelity domain at their open times and meet with the banker. Here’s some more information of HFC from the High Fidelity website:

We are currently giving out the currency for anyone interested in participating in the closed beta for High Fidelity Commerce. If you want to get your inital HFC grant, you first need to set up your Wallet.

These coins are to be used as currency for any commerce transactions in the Marketplace. Since we are using blockchain technology, all transactions with HFCs will be publically recorded and stored.

Your Wallet will be secured using ECDSA public-private key pairs, security picture and passphrase. Learn more about your Wallet here.

HFC is not intended for speculators to hold and should be used in transactions in High Fidelity. HFC is intended to be a stable currency and used to support a healthy and vibrant virtual economy for digital goods and assets.\

High Fidelity has an online Marketplace where vendors can sell their products (users can also access the Marketplace listings using their tablets in-world). Avatar Island is the first domain set up in HiFi where you can try on and purchase items for your avatar in-world.

VRChat

VRChat currently does not have any sort of commerce or in-game currency, although there is a thriving real-world business for people designing and rigging custom avatars for VRChat users. It will be interesting to see what happens when/if the company decides to implement an in-world economy on the most popular of the social VR platforms.

AltspaceVR

As I recently reported, AltspaceVR seems to be gearing up for commerce, but at the moment, there is no commerce or in-game currency system in place.

OpenSim

Different OpenSim grids have different solutions to the problem of an in-world currency. Every grid has in-world stores which offer merchandise for sale. Some grids issue their own currencies; others use the Gloebit system, which has the advantage of being one standard currency which is transferable and usable across a large number of participating OpenSim grids. The Kitely Marketplace is a popular shopping mall for the many OpenSim virtual worlds:

Kitely Market can deliver items to all Kitely avatars, as well as to avatars on all other OpenSim grids that support the Hypergrid. Our marketplace also delivers items to avatars on several non-Hypergrid grids that have been set up to receive deliveries from our system.

Kitely Market has been used to deliver items to thousands of OpenSim users on more than 100 different OpenSim grids.

Virtual Universe, Decentraland and the Other Blockchain-Based Virtual Worlds

Virtual Universe, Decentraland, Mark Space, Staramba Spaces, VIBEHub, Ceek, and Terra Virtua (among many other products in this increasingly crowded marketplace) are issuing their own blockchain-based cryptocurrencies or tokens for future use on their platforms. all of which are still in development. The product closest to a launch date appears to be Virtual Universe, which plans to start a closed beta sometime in the fourth quarter of 2018.

I’ve already strongly warned potential investors to do every. single. scrap. of their homework before investing a penny in any of these blockchain/cryptocurrency ventures (link). Caveat Emptor!

Other Social VR/Virtual World Platforms

I can’t think of any other metaverse products which have in-world currencies at the moment, besides the adult virtual worlds like Oasis and Utherverse/The Red Light Center (these links are safe for work). If I’ve missed one, please let me know in the comments, thank you!

New Features in AltspaceVR

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The Origin in AltspaceVR

Well, I decided to try AltspaceVR again today. Blog readers will recall that I had to suspend visits to this social VR platform because it kept hanging my computer. They fixed that problem, so I can now add AltspaceVR back to the list of virtual worlds I visit (and report on) regularly.

Some things haven’t changed: the dreadful cartoony avatars, and the campfire meeting spot. In addition to the campfire, you can also visit a new gathering place, called The Origin.

So, what else is new in AltspaceVR? Well, for one thing, you can now set a (friends-only) home location, choosing one of twelve predesigned homes. Here’s a picture of the winter lodge I selected:

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It also looks like Altspace is gearing up for commerce. I came across a sprawling mall, filled with row after row of empty stores, all ready for vendors to move in:

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The website Engadget reports that AltspaceVR is now offering users building tools to create custom virtual worlds:

Microsoft’s AltspaceVR differs drastically from other social networks by letting you share the same (virtual) space with your friends. Now, it’s giving you more places to hang out with custom building kits. You start with a virtual hangout based on the popular “Campfire” and “Alien Planet” spaces, then customize it by grabbing assets from a curated library of flora, structures and shapes. You can then host muliplayer social games within your space and even add custom 3D design and sound.

“This is step one of a greater plan to make sure our community can help build AltspaceVR with us,” said Microsoft’s AltspaceVR group on its blog. “Today our community will have basic kits that they can use to build their environment.”

There’s more information on this new feature here. From the article, it sounds as though AltspaceVR is providing all the components for building your own world. It will be interesting to see if they will allow creators to design and sell items for consumers to use in building their own spaces in the future (the empty shopping mall hints at that possibility).

You create and name your “world” using the AltspaceVR website first, but when I got back into my VR headset, it wasn’t clear exactly how to get to the world I just created. The instruction page says, “Once in-world, activate your dashboard by clicking on the Space Editor”, which I couldn’t find. They’re going to have to improve the documentation to make this feature a little more user-friendly, if you ask me.

UPDATED: Why I Am Giving Up On AltspaceVR

AltspaceVR.jpg

I’ve explored quite a few social VR/virtual world platforms on this blog, both old and new, but (so far) I have only completely given up on one product: SurrealVR, which was such a spectacular fail, after multiple attempts, that I simply gave up in frustration.

Today, I am reluctantly adding a second metaverse product to the list: AltspaceVR. It’s not because the company behind it has failed, or the platform has been shut down. I’m giving up on AltspaceVR because, since mid-May, when I upgraded to the latest version of the client software (where you get to choose your new “home” location), I have been unable to get the software to run at all on my high-end Windows PC.

Every time I try, the AltspaceVR client software locks up my computer so badly that I need to do a hard reboot by pressing the power button on my PC to turn it off and on again. I was hoping that one of their regular client updates via Oculus would fix the problem; no dice. I have uninstalled and reinstalled the software, and the problem remains. I have gone through this cycle multiple times now, and I have given up.

I have kicked the tires on a lot of social VR/virtual world client software, and this is the most serious recurring software problem I have come across since I first bought my Oculus Rift and Touch in January 2017. I’ve pretty much been able to get every other piece of software I’ve tried on this computer to run, except for SurrealVR, so I know it’s not a hardware problem.

The last time I was actually able to get into AltspaceVR, it crashed on me when I was trying to set my home. Maybe that’s the problem now, that it can’t find any home for me and it locks? But then a clean reinstall would fix the issue, and it hasn’t.

If Microsoft had bothered to create some official AltspaceVR user forums like most other virtual world platforms, I could at least post the problem and ask the group for a solution. (There’s an unofficial AltspaceVR Discord server, which has about 300 users.) The only option is to submit a support ticket from their support page.

So, until I can get some assurance from AltspaceVR’s tech support that it won’t continue to do this, I’m dropping AltspaceVR from the list of virtual worlds I pop into regularly. I mean, it’s not like there’s nowhere else to go! 😉

UPDATE June 25th: I have heard back from someone on the unofficial AltspaceVR Discord channel, who tells me:

Hey Ryan, you’re not alone. There is a workaround, if you’re willing, and they are aware of the problem. They should have fixed it by now, but it’s got something to do with the 2D screen mirror on your desktop while in VR. It only happens when you first enter a space. The consistently working solution is to minimize the app until it is loaded into a space and then leave it minimized while you play. Another option is to cover it with another window on your desktop, that has the same effect.

So, if Microsoft is aware of the problem, then why the hell haven’t they informed the userbase? Why is there no mention of it on their FAQs on their support page?!??

Not impressed.

2nd UPDATE June 25th: I have received an email message from the AltspaceVR community team in response to my bug report:

Hello Ryan,

This is a bug that we’re currently aware of. It is affecting a number of users, many of which are on high-end PCs. We’re currently investigating possible solutions.

I will be sure to let you know when we push an update targeting these issues.

Trolling, Griefing, and Harassment in Virtual Worlds: What the Newer Social VR Platforms Are Doing to Combat It

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How do you deal with a troll? (image by Anaterate on Pixabay)

There was a particularly irritating troll at Alfy’s Voices of Sansar competition this past Saturday. Trying to find and mute her (currently the only tool available to us in Sansar) was an exercise in frustration, hovering my cursor over each avatar in the crowd watching the show until I found her. Gindipple has released some software that might help us the next time we get hit by a troll at an event:

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We’ve been pretty lucky in Sansar so far; we haven’t seen anything like the levels of trolling and harassment that occur in the more popular social VR spaces like VRChat and AltspaceVR. (VRChat, in particular, is infamous for its griefing.) But we Sansarians all know the onslaught of trolls is coming, and every social VR platform is going to have to come up with its own technical solutions to the problem of trolls.

So, how are the other social VR platforms dealing with this issue?

 

Sinespace

Sinespace has pretty limited options as well. You can basically report and ignore other avatars around you:

Sinespace Ignore and Report 3 14 May 2018.png

 

VRChat

VRChat is taking the most controversial step of banning new users from uploading avatars or worlds until certain (unspecified) conditions are met, and taking away such privileges from older users who misbehave:

Hello, VRChat! We’ve been working on some new “Trust” systems to help make VRChat a friendlier place. These systems will be used to help gate various features until users have proven themselves to be a friendly member of the community. One of the first parts of the Trust system is called “Content Gating”. This system is designed to reduce abusive or annoying behavior involving avatars or other content.

Here’s generally how it works. When a user first creates a new VRChat account, they will be unable to upload custom content like worlds or avatars. After spending some time in the app and having positive interactions with other users, they will eventually receive in-app and email notifications that their account has access to world and avatar creation capability. This time may vary from user to user depending on various factors.

If the new user chooses to spend time in VRChat behaving badly or maliciously against other users, they may lose the capability to upload content. They will receive a notification in-app and via email that they have lost access to content uploading. If they spend more time in the app and follow the Community Guidelines, then they will eventually regain access to these systems. Again, this time may vary depending on various factors.

The CEO of at least one other competing metaverse corporation has said that he doubts this step will actually work as intended. In addition to these new sanctions, VRChat also has the ability to mute (so you can’t hear) and block (so you can’t see) other avatars in its pop-up user interface, and a “safe mode”, which is a sort of “nuclear option” where you can mute and block all avatars which are not on your friends list.

VRChat is also temp-banning people who troll, but sometimes other people get accidentally caught in the cross-fire. I seem to remember that there is also a feature where you can ask avatars who share your world to vote “yes” or “no” on ejecting a misbehaving user from that instance.

So all in all, VRChat has developed the most evolved and developed tools for dealing with trolling. But then again, they’ve been forced to.

 

AltspaceVR

Back in 2016, AltspaceVR introduced a “space bubble” to keep other avatars from invading your personal space. I do know that you can also mute other avatars who are annoying you. You don’t have an option to block offensive avatars in AltspaceVR, but then again, you don’t really have any choice in your avatar, they’re so very limited!

I would load and run AltspaceVR to check all these features out, but the latest version of the client software (where you get to choose your new “home” location) has completely locked up my high-end PC THREE. TIMES. tonight and I am not going to risk trying it again! AltspaceVR seems to be experiencing some major growing pains. Seriously not impressed.

 

High Fidelity

High Fidelity has a Bubble icon on its tablet user interface that works similarly to the AltspaceVR space bubble:

High Fidelity Bubble 14 May 2018.png

You can also mute nearby avatars, or set them to “ignore” so they can’t messsage you in-world. Pretty much the same features as the other social VR spaces have. All the tools in all the newer social VR spaces are pretty limited.

 

General Issues in Dealing with Trolling and Griefing

So, let’s move from specific technical solutions to a more general discussion on how to handle griefing in general. What’s the best way to go about dealing with griefing, trolling, and harassment in online communities?

Dr. Mark Dombeck, in an article on the website MentalHealth.net, neatly outlines some of the issues in community and game design that affect trolling:

In my experience, manipulating perpetrator anonymity is an important factor in controlling griefer’s/troll’s antisocial behavior. The more easily identifiable and able to be held accountable for their actions community members are, the fewer instances of bad behavior you tend to see.

Allied with the idea of altering perpetrator anonymity is the idea of altering expectation of punishment. Accountability enables easier punishment. There are several ways that punishment can take place however. Punishment can be very informal, where community members heap scorn on other members who violate the social contract or simply ignore them (by using filters within the community to literally make their presence invisible). This sort of informal punishment is what makes accountability effective all by itself. Accountability can also enable more formal varieties of punishment such as entry bans. In my experience bans are the most useful way to discourage the really hardcore antisocial behavior that happens on communities. Punishment can never hope to eradicate all griefer/troll behavior however, because the really hardcore griefers will thrive on punishment, seeing attempts by the management to eject them as high praise for their work.

Here are a few other elements of the community or game that can be manipulated and which might have an impact on reducing griefing/trolling behavior.

Setting up Initiation Barriers probably would affect griefing behavior. The easier it is to get into a community, the more likely that community is to become a target for griefers. In part this has to do with helping people to identify with and value the community and not take it for granted. When you have to do a lot of work to get into a community you are more likely to care for that community and not want to harm it. The problem here is that the same barriers that might keep out griefers also keep out legitimate members. It is difficult to set a barrier high enough to keep out one group without also keeping out the other group.

I’d expect that the more opportunity there is to act out griefer behaviors with a group of other griefers, the more often the behavior would happen. People tend to take less responsibility for individual actions when they are acting as part of a group or mob. This social psychological principle goes by several names including the bystander effect, and diffusion of responsibility. The solution here would be to limit people’s ability to socialize, but as that utterly defeats the purpose of the community it isn’t really much of a solution.

I would expect that manipulating the frame of the community or game can increase or decrease the chance that griefer behavior will occur. The frame of a game or community has to do with its identity – how members think of what they are doing when engaged in the game or community. If an interaction is thought of as a game and therefore not something that is real or important it is easier to self-justify doing mayhem. If an interaction is thought of as a more serious behavior such as part of a support group interaction, the urge to do mayhem is maybe less strong (for some at least). The Wired article talks about this issue somewhat indirectly, noting that Second Life members don’t think of what they do in Second Life as being part of a game but rather view it as a more serious community. The “non-game” frame of Second Life participants makes such participants more likely to view griefing behavior taking place within Second Life in non-game ways, such as considering it to be actual theft or terrorism.

Second Life has often been an arena for trolling because it’s very easy to create a free, throwaway account to be offensive. If one gets banned, the griefer can go ahead and create another free account. All the newer social VR spaces have this problem, since they don’t want to discourage people from signing up and (hopefully) staying and generating income for the company.

There are no easy answers here. The best we can do is try various solutions and see if they prove effective or not. In these early days of the metaverse, we’re all still learning the best ways to design our communities to chain the trolls.

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