Editorial: The Wall Street Journal Looks at Breakroom and Other Virtual Office Spaces as an Emerging Business Trend

Yesterday, in an article titled Miss Your Office? Some Companies Are Building Virtual Replicas, the American financial newspaper The Wall Street Journal took a look at a current trend: businesses setting up virtual office spaces for their employees who are working remotely because of the pandemic:

Stay-home orders and the shuttering of workplaces have given corporate employees some respite from getting dragged into time-wasting water-cooler conversations.

But some companies and their employees don’t want to leave everything about the office behind, it turns out, and are replicating their offices in “SimCity”-like simulations online.

And, among the companies that WSJ reporter Katie Deighton spoke to was Sine Wave Entertainment, the makers of Sinespace and Breakroom:

Sine Wave Entertainment Ltd. last month introduced Breakroom, a virtual-world product for remote workforces. It can accommodate all-hands meetings, secure one-on-ones and document sharing. Clients of the product include Virgin Group Ltd. and Torque Esports Corp.

Many customers initially assume they will recreate their offices, then realize they can make tweaks that would be impossible in the real world, said Sine Wave CEO Rohan Freeman.

“We spend our lives wishing we were working in open, sunny campuses with butterflies outside,” Mr. Freeman said. “Here you can realize that dream.”

Although clients can use Breakroom to create their office utopia, the platform also enables real-world elements such additional privileges for senior staff. In Sine Wave’s own virtual world, senior members can lock the boardroom, which is located on top of a hill overlooking the rest of the office.

A meeting in Breakroom (source: WSJ)

The Wall Street Journal article is a signal that corporate America—and indeed, businesses in countries around the world—are increasingly interested in virtual worlds. As the saying goes, “A rising tide lifts all boats“. I predict that Breakroom and a host of competing YARTVRA* firms are going to see a continuing boom in interest and inquires as the coronavirus pandemic drags on.

*YARTVRA is an acronym I coined that stands for Yet Another Remote Teamwork Virtual Reality App, which I am still hoping will catch on!


This blogpost is sponsored by Sinespace, and was written in my role as an embedded reporter for this virtual world (more details here). 

Version 2.1 of the Infographic: Social VR Platforms Organized by Primary Purpose(s)

Okay, more feedback, more thinking, more changes to my Venn diagram (as before, the following diagram is available to view and download in various sizes from Flickr, up to 1024 by 768 pixels, just click on it):

Social VR Platforms by Purpose (Version 2.1)

Summary of the changes this time around:

  • I decided that NeosVR, after all, was not primarily a business, conference, and remote workteams platform after all (sorry, guys!).
  • I have been told that Mozilla Hubs is used by some educational institutions, so I needed to move it.
  • I have seen art galleries in Sinespace, so I moved it over to join Sansar.
  • And finally, in response to a request/complaint, I have replaced the pesky copyright symbol with a Creative Commons-BY licence. Feel free to reuse and remix, just give me credit, please.

I am happy with Version 2.1…for now. I have also updated my original blogpost with this new infographic. (Check back tomorrow, when I will no doubt release Version 2.2, with yet more changes. Then again, maybe I’ll stop fiddling with it for a while.)

UPDATED! Version 2.0 of the Infographic: Social VR Platforms Organized by Purpose

UPDATE 9:05 p.m.: New version! Version 2.1 (summary of changes made is here).

Over the past two days, I have received feedback on the first version of my infographic, and I have also been doing some thinking on my own, so I have made some adjustments to it, and I now present version 2.0 to you now (I have also updated my original blogpost here). The following diagram is available to view and download in various sizes from Flickr, up to 1024 by 768 pixels, just click on it:

Social VR Platforms by Purpose (Version 2.0) 11 May 2020

If you are looking for an up-to-date list of YARTVRA platforms, you can find it here.

Here is an explanation of some of the changes. First, you will notice that NeosVR now occupies the centre spot on this Venn diagram. Yes, the people at NeosVR have actually convinced me that their platform can actually be used for all five of the major purposes! I had forgotten that NeosVR was originally an educational platform, and it is being used by several universities, including the University of Oxford and the University of Sydney (a topic I hope to cover in more detail in a later blogpost).

NeosVR is also used for art (in particular, I remember a wonderful three-dimensional recreation of one of Vincent Van Gogh’s paintings). And, of course, the MetaMovie project is the perfect example of a live event in VRChat (another project I need to write an update on). So, for me, NeosVR comes the closest to checking all the boxes.

I also moved Ceek from Live Music to Media Consumption, since I do not believe they actually offer any live performances, just video recorded previously (somebody correct me if I am wrong, since I am not bothering to purchase their branded VR headset, and I am not really interested in cellphone-based VR, anyway). Meh.

I have also decided that Engage can host live events as well as business conferences, so I have moved it. While I really don’t consider Engage a general purpose platform, they do fit into the other four categories.

Likewise, I have moved VRChat, since I forgot that they do have business and conferences. The recently concluded Virtual Market 4 was a prime example of that!

I think those were the only changes I made from version 1.0. As always, please feel free to let me know if you think I have grievously miscategorized any particular platform. Thanks!

UPDATED! Herding Cats, Part II: Taking a Second Step Towards Developing a Taxonomy of Metaverse Platforms by Looking at the Various Purposes of Social VR Platforms

(This blogpost is the second in a series; the first one is here.)

I thought I would set aside some time today, on a somewhat lazy Saturday, brew myself a large pot of black coffee, and attempt to categorize all the social VR platforms I have written about on this blog into some sort of taxonomy. No small feat! But at least I have a full day to tinker with the project. (I might turn this into a journal article and get it published somewhere.)

As my starting points, I used my Comprehensive List of Social VR Platforms, as well as my more detailed Comparison Chart of Sixteen Social VR Platforms (which is now a bit dated, since High Fidelity has essentially shut down, but no matter).

I decided to first try and organize the wide variety of social VR platforms by primary purpose by creating this Venn diagram using Canva.com (the following diagram is available to view and download in various sizes from Flickr, up to 1024 by 768 pixels, just click on it):

Social VR Platforms by Purpose (Version 2.1)

And, this is finally my opportunity to compile a somewhat complete list of what I collectively call the YARTVRA platforms (an acronym I coined, which stands for Yet Another Remote Teams Virtual Reality App). This is currently a hot market for social VR, as corporations struggle to try to provide immersive, remote workteams support to employees working from home during the global public health crisis of the coronavirus pandemic.

Yes, I am going to make the YARTVRA acronym a thing (WORK. WITH. ME, PEOPLE!)

UPDATE May 11th, 2020: Based on feedback I have received, and after doing a little more thinking, I have made some adjustments to version 1.0 of this Venn diagram, and I have now updated it version 2.0. Thank you to everybody who took the time to reach out to me! Summary of changes made is here.

UPDATED AGAIN 9:03 p.m. May 11th, 2020: New version! Version 2.1 (summary of changes made is here).

UPDATE May 12th, 2020: I also wanted to add to this blogpost some thoughtful comments by the Voices of VR podcaster and VR expert Kent Bye, who retweeted this blogpost to his followers on Twitter with the following comment:

Conceptually, any sufficiently robust virtual world will be able to handle multiple contexts ranging from going on a date, hanging with friends, playing games, learning, working. I see context is more driven more by the culture and people using it, more than the platform itself.

Infographic by Kent Bye

He added:

I use the lens of qualities of presence:
Active Presence: Rec Room
Mental & Social Presence: AltSpaceVR, Mozilla Hubs, Engage
Embodied Presence: VRChat
Emotional Presence: Wave, Museum of Other Realities
All of these are always happening to different degrees in social VR, but there’s combos and a center of gravity.

Four Qualities of Presence in Social VR (from a presentation slide by Kent Bye)

Thanks, Kent!