I was looking for something to watch this evening, so I did a search for “social VR” in YouTube and stumbled across A Wider Screen, a charming, quirky mini-documentary (just 13 minutes long) by Joe Hunting (a.k.a. Little Poe in VRChat). Joe describes his documentary as follows:
A Wider Screen is a short documentary film (approx. 15 minutes) about how virtual reality (VR) is affecting people’s social lives for the better. 70% of the film is shot within VRChat, a VR social platform that allows users to create their own worlds and avatars.
Zachary Deocadiz is a designer for the VR video app Within, who has written a couple of blogposts about social VR for the Medium-hosted blog Virtual Reality Pop. In them, he attempts to develop a framework for how to evaluate and design new social applications in virtual reality.
Unfortunately, for some reason I cannot see any of the illustrations Zach attaches to these blogposts.(UPDATE: It turned out that this was a problem due to the Privacy Badger plug-in I have installed on my Chrome web browser. When I disabled Privacy Badger, I could see the images.) However, the person who originally shared this information with me on the RyanSchultz.com Discord server, Michael Zhang, also shared a couple of screen captures he took from the blog (thank you, Michael!).
In part one, Zach discusses the impact of existing VR social spaces on user behaviour, using as his examples the following six platforms:
1. Guided to Self-Taught. Will you teach users how to use the controls? How in-depth will your onboarding be? How do you teach the user about appropriate behavior in these spaces?
2. Public to Private. Will there be large public spaces for users who are strangers to gather? Will users be constrained to only hosting private events with people they already know?
3. Prescribed to User-Generated. To what extent can users impact the way they look? To what extent can users change the way the environment looks? To what extent can users create custom interactions with other people or the space?
4, Anonymous to Identified. Do you allow users to go by a pseudonym or username, or do you require them to use their legal (or Facebook) name? Do you have a system to find out their legal information if something comes to light at a later point?
5. Reactive to Preemptive. Do users feel safe within the social space? What are the ways you can make them feel safer, both before and after an incident occurs?
6. Simple to Complex Interactions. How many different ways can users communicate? How can they interact with each other?
7. Persistent to Temporary. Are there social things for users to do even if no one else is online at the same time? Does the environment remember the last state it was in, or does it reset to its original state once all users leave?
8. Shareable to Real-Time. How easy is it to create artifacts to document the space and the people within the space? How do people tell others about what they’ve been doing? Can they share the experience over a wide range of media?
He talks about each spectrum in some detail, including links to related reading. And he goes so far as to “map” out 6 social VR apps using his framework:
From time to time on this blog, I have covered academic research involving virtual reality in general (here and here) and social VR in particular (here), and it is wonderful to see a new field of research take shape around social virtual reality. One of those researchers is called, aptly enough, the Institute for the Future:
The Institute for the Future (IFTF) is a Palo Alto, California–based not-for-profit think tank. It was established, in 1968, as a spin-off from the RAND Corporation to help organizations plan for the long-term future, a subject known as futures studies. They describe themselves as:
For over 50 years, businesses, governments, and social impact organizations have depended upon IFTF global forecasts, custom research, and foresight training to navigate complex change and develop world-ready strategies. IFTF methodologies and toolsets yield coherent views of transformative possibilities across all sectors that together support a more sustainable future.
IFTF has just released a report on social VR titled Leading-Edge Behaviors from the New World of Social VR:
On a handful of platforms around the world, a small group of pioneers are hanging out in 3D environments in 3D bodies. They are willing to endure technical challenges, limited content, and lack of standard practices and etiquette to be the first to inhabit and explore new shared virtual worlds. IFTF spent eight months exploring their environments, communities, and practices. Their experiments provide early signals that point to a future where we each have a personal digital body, and content can be experienced in full 3D space. This will have profound implications for how we socialize, learn, work, engage with content, and take care of ourselves.
This study contains 10 Leading-Edge Behaviors: emerging and innovative user practices likely to play out more broadly over the next few years. Leading-edge Behaviors inspire and inform new products, experience and service ideas, and reveal emerging opportunities and implications. Leading-Edge Behaviors are created through a blend of expert interviews, observational and ethnographic research, and horizon scanning with people pushing the edges of new applications, devices, and platforms.
Here are the 10 leading-edge behaviours in social VR identified in this report:
This is report which pulls together insights and information from a wide variety of sources in an attempt to identify future trends, and it is well worth your time to read through it in detail. If you are interested in this report, you can find it here (the link is a Adobe Acrobat PDF format slide deck). The report includes links to many other resources, making it a good starting point for your own investigations.
I’d like to thank Lyn Jeffery and the entire team at IFTF for releasing this report to the public for free. It’s a truly valuable contribution to the nascent field of research into various aspects of social VR.
Somnium Space is planning to release version 2.0 of their social VR platform to the general public right after their Initial Land Offering in early October of this year, according to a conversation I had with Artur Sychov, Somnium Space’s founder. (Backers of their successful IndieGogo crowdfunding campaign will be able to get an advance look at the platform.)
At Somnium Space, we are fundamentally against pure gimmicks. That is why we have taken our time to thoroughly design and incorporate blockchain into our VR world from the ground up. We did not do any ICO’s, IPO’s or any other public offering based on shiny promises and so called “white papers”. Instead, we have invested our own money and hard work to firstly build a real and existing VR world, then we raised a very healthy seed round from VC’s [venture capitalists] to ensure stability of operations for our company and as a final step we are bringing this technology to you — Somnium players / citizens by having our Initial Land Offering. But that’s not it. We have also partnered with companies which are recognizable leaders in the blockchain industry to make sure, that our process of ILO (Initial Land Offering auction) is well designed, programmed and executed. It is time to give you the power to truly own part of Somnium land and start creating, monetizing and enjoying true VR metaverse without a fear of losing it all one day. You can finally plan for a very long-term future inside Somnium Space and build this incredible world of your dreams together with all of us.
So what is [an] ILO? [An] Initial Land Offering auction is a process which will take place within couple of months (precise dates will be revealed very soon, so stay tuned). During this public auction Somnium Space will auction off all available (tokenized on blockchain) parcels on the Somnium Space map. In total, there are 5000 parcels on Somnium Map, 500 of those are already taken by our early supporters and backers, but [the] rest, 4500, are available for anyone to own.