LGBTQ Spaces in Social VR and Virtual Worlds: Gay, Lesbian, Bisexual, Trans, and Queer Places in the Metaverse

Photo by Tristan Billet on Unsplash

The real world can still be a unwelcoming place for lesbian, gay, bisexual, transgender and queer (LGBTQ) people. So perhaps it is not surprising that LGBTQ people are attracted to social VR and virtual worlds, as a way to connect with other queer people and create queer spaces. (Please note that, as a proud and out-of-the-closet gay man, I am reclaiming the formerly pejorative term queer in referring to LGBTQ people.)

Second Life

Second Life is home to dozens of LGBTQ-friendly places, including the popular Lesbian Teahouse and the five-sim Boystown Gay Community. Every year there’s a massive virtual Pride festival. There’s even a sprawling, ten-sim ancient Roman roleplay community Romanum for gay and bisexual men! You can also pay a visit the Transgender Resource Center and the Transgender Hate Crime and Suicide Memorial.

Linden Lab maintains a listing of LGBT friendly places in SL, and even a special LGBTQ landing page for visitors:

AltspaceVR (PLEASE NOTE: Altspace is now permanently closed as of March 10th, 2023)

LGBTQ+ and Friends Meetup in AltspaceVR

There are two regular weekly LGBTQ+ and Friends meetups which take place in AltspaceVR:

Come join our global LGBTQ weekly meetup that offers support, encouragement, and love from all corners of the world. Join our North American meetup at: (6:00 p.m. Pacific). If you are sending your love abroad, join us at our earlier time (1:00 p.m. Pacific). We have created this safe haven where you can express yourself in a welcoming environment. We have created this space for those who have difficulty sharing their thoughts and experiences. Feel bold enough to share your stories and we will do our part to give you the encouragement you need to live the life you have always dreamed.

Here’s a link to the current events calendar in AltspaceVR, so you can find out when the next meetup is taking place.

VRChat

VRChat has an active LGBTQ community that runs its own Discord server, where you can find out about happenings and events in-world.


Have you heard of other LGBTQ-friendly spaces and events happening in other social VR platforms and virtual worlds? If you do, then please leave a comment below telling us where and what it is, thank you!

Photo by Sharon McCutcheon on Unsplash

Editorial: Will Social VR Companies Have to Turn to Influencers to Promote Their Products?

Photo by Diggity Marketing on Unsplash

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Recently, I have become fascinated by a particular kind of celebrity: the YouTube influencer. Yesterday, I watched a video by the successful YouTuber and real estate agent Graham Stephan, who is currently pulling in US$100,000 per month from his YouTube channel alone:

These are people who have been able to attract significant numbers of subscribers to their YouTube video content, and earn hundreds of thousands—even millions—of dollars a year with advertising and endorsement deals. For example, the 28-year-old Swedish YouTuber Felix Kjellberg (a.k.a PewDiePie) earned US$15.5 million last year, according to Forbes.

Now, you might remember that PewDiePie was one of the YouTubers who devoted coverage to the social VR platform VRChat in late 2017 and early 2018, which led to a surge in the number of concurrent users (here is a chart from Steam showing the number of concurrent users of VRChat over time, with an arrow pointing to that surge):

Now, I’m pretty sure that PewDiePie did not sign an endorsement deal with VRChat; he probably just stumbled across it and thought it was entertaining enough to share with his audience of 98.6 million viewers. VRChat was probably just as surprised as everybody else by this sudden spike in users. I remember how they struggled to keep their servers running smoothly to deal with this unexpected onslaught over the Christmas holidays in 2017, and they were eventually forced to implement a detailed safety and trust system to cope with the resulting tidal wave of harassment and griefing on the platform. (Be careful what you wish for, because you just might get it!)

But obviously, PewDiePie and his fellow livestreamers on Twitch and YouTube were a powerful, free promotional tool for VRChat. (The Ugandan Knuckles meme helped a lot, too, by becoming a self-perpetuating cycle that helped popularize VRChat.) While the platform peaked at 28,500 simultaneous users, it has since settled down to around 6,000 concurrent users in recent months, which still makes it the most popular social VR platform so far.

It’s no secret that most social VR platforms are struggling to attract users. According to a statement made by Linden Lab CEO Ebbe Altberg to Forbes about the Monstercat 8th anniversary concert event in Sansar:

Monstercat: Call of the Wild Experience is a VR space where the music label will host artist meet and greets, giveaways, and more. Altberg didn’t give me exact numbers but over a thousand people watched the show in VR via Sansar.

“Tens of thousands of people watched the concert across Twitch, Mixer, and Huya, and over a thousand people around the world attended the event in Sansar – across 6 continents, 65 countries, and 675 cities.  Fans feel more connected and immersed in the music they love, while artists, in turn, effectively reach more people and places in a single day than they’d reach on a real-life tour. “

Now, while I am slightly suspicious at that “675 cities” figure (I always knew you could determine country by IP address, but I wasn’t aware you could pinpoint IP addresses down to the city level), the fact remains that 1,000 users in one day is seen as a major success for Sansar. But compare this with the estimated 600,000 regular users for Second Life. And compare this with the estimated 7,500 users of the adult virtual world 3DX Chat, which, as one commenter noted (here and here):

… 3DXChat. It started as just a sex sim. Then they added building. Then users started building and visiting each others places, instead of paying for sex like they were supposed to.

It’s more successful than High Fidelity, Sansar, and Sinespace put together. About 7,500 paying users.

So, although 1,000 users in one day for one event in Sansar is a significant achievement, it still doesn’t take the platform to the next level, where Linden Lab can really start making money off it.

Which leads to my question: will Linden Lab and other social VR companies eventually have to pay YouTubers and other influencers to promote their platforms to a wider audience and attract more attention? The experience of VRChat was an instructive lesson on the advertising power of influencers like PewDiePie.

Linden Lab has already taken some tentative steps in this direction already, with links to Twitch livestreamers like UmiNoKaiju (which, as far as I know, went nowhere). It would appear that companies would get more of a bang for their buck if they entered into partnerships with people with much bigger followings on Twitch and YouTube. And frankly, that is not cheap. Viral Nation, one of the top influencer marketing agencies, which represents hundreds of successful influencers using Instagram, Vine, YouTube, and Snapchat, is only interested in customers who have a advertising budget in the range of $10,000 to $10,000,000.

Linden Lab and other social VR companies may decide that slower, organic growth is best. However, the pressure to attract a lot of users more quickly using high-profile influencers must be sorely tempting. Will Linden Lab, High Fidelity, Sinespace, and other social VR platforms eventually bite the bullet and sign deals with popular influencers? Only time will tell.

UPDATE Aug. 16th: I have been told that it is, indeed, possible to identify cities by IP address, which I did not know before!

Traveling Between Social VR Platforms: Does VR Market Success Depend Upon a Seamless, Interconnected Metaverse?

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One of the people I follow on Twitter is Ben Lang, who is the co-founder and executive editor of the popular virtual reality news website Road to VR. Yesterday, he posted:

I’m starting to think that VR won’t have its consumer mainstream moment (smartphone levels of adoption) until a comprehensive metaverse emerges that interconnects and makes *all* VR content social to some extent. Stuff like this awesome immersive music video is really freaking cool, but would be 100 times richer if discoverable through something a simple as a ‘VR hyperlink’, as well as easily being able to bring a friend along to experience it. Telling a friend ‘hey there’s this cool new thing, come check it out with me’, and then asking them to download an app and then coordinating a time to get online together to invite each other and then *finally* seeing the thing for 10 mins isn’t tenable for smaller experiences.

The immersive music video he refers to is a new free VR experience on Steam called Sheaf – Together EP, and it’s truly a wonderful, relaxing experience, which I can recommend highly:

Ben is making the point that it shouldn’t be so difficult to share VR experiences such as this with friends. And a seamless, interconnected metaverse would probably give a huge boost to the consumer VR market.

Another Twitter user called Matrixscene responded to Ben, with a link to a two-part report on how a metaverse working group did a field test for traversing disparate virtual worlds to see how they interconnect with each other.

Part 1 of the report gives several examples of links or portals between social VR experiences, for example:

  • Portal links in JanusVR
  • Links in Cryptovoxels to other WebVR sites

Part 2 of the report details a “field trip” the author and several other people undertook to see how well they could navigate between various virtual worlds. The places visited included:

The author, Jin (Madjin) writes:

We were communicating over Discord’s voice chat the entire time. Anarchy Arcade served as the most premium base reality we ventured to on this trip for several main reasons:
– Shortcuts were easy to launch
– Universally compatible
– Optimized heavily in the background

So, as you can see, the first tentative steps in cross-linking virtual worlds have already been taken. However, the work of creating a much more comprehensive and seamless metaverse to benefit VR consumers still faces many significant hurdles—including a patent filed by IBM in 2008 that appears to cover teleporting avatars between disparate virtual worlds.

How soon do you think it will be until we get a truly seamless VR metaverse? Or do you think it will never happen? As always, you are invited to join the ongoing conversations on this and many other topics on the RyanSchultz.com Discord server, the first cross-worlds discussion group!

Taking a Look at Current Academic Research on Social Virtual Reality (Part II): Treating Substance Abuse Disorders with VR

ENDGAME is a long-running talkshow set on the social VR platform of VRChat:

Don’t panic! The end is always nigh for the old world. Endgame is a talk show / group discussion that takes place in the Metaverse (the social layer of virtual reality). Its focus is on technology and the future. Change is inevitable for all species; will we eventually destroy ourselves, or are we destined to transcend what we currently are? Get involved in the conversation by joining us every other Wednesday at 7pm PST / 10pm EST in VRChat. Or you can watch our livestream and previous recordings here at our Youtube channel. Come share your thoughts about the future of the world we share together.

One of the three regular hosts of ENDGAME is Noah Robinson (a.k.a. Psych; Twitter; LinkedIn), a clinical psychology doctoral student at Vanderbilt University and the founder and CEO of Very Real Help, a compnay devoted to building a new Internet-based clinical research platform “that can both treat and inform our understanding of psychopathology”.

In a recent episode of ENDGAME, Noah gave an hour-long presentation of his academic research on how social VR could be used in the treatment of people with substance abuse disorders. Here’s a two-minute YouTube video overview of his research:

Noah’s research interest focuses on exploring how VR social networks can be used as telehealth interventions to treat mental health disorders. He stresses that VR will not replace, but rather supplement, in-person therapy, and that there are still not nearly enough counselors to provide services to the millions of people suffering from addictions in the United States and around the world. Especially after getting out of rehab, patients experience a lot of distress and anhedonia, which tends to lead to relapse. Noah suggests that VR may be particularly effective to prevent relapse in patients with substance abuse disorders.

Here is Noah Robinson’s presentation in full:

Although there is already plenty of anecdotal evidence that virtual reality has a positive impact on mental health disorders (including my own personal experience), there is still a strong need to collect and analyze data in well-designed academic research projects. Noah’s research is fascinating and exciting to me, and I look forward to any papers that are published as a result of his pioneering work.