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Free, publicly-accessible full text available October 21, 2025
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This study investigates how individual predispositions toward Virtual Reality (VR) affect user experiences in collaborative VR environments, particularly in workplace settings. By adapting the Video Game Pursuit Scale to measure VR predisposition, we aim to establish the reliability and validity of this adapted measure in assessing how personal characteristics influence engagement and interaction in VR. Two studies, the first correlational and the second quasi-experimental, were conducted to examine the impact of environmental features, specifically the differences between static and mobile VR platforms, on participants’ perceptions of time, presence, and task motivation. The findings indicate that individual differences in VR predisposition significantly influence user experiences in virtual environments with important implications for enhancing VR applications in training and team collaboration. This research contributes to the understanding of human–computer interaction in VR and offers valuable insights for organizations aiming to implement VR technologies effectively. The results highlight the importance of considering psychological factors in the design and deployment of VR systems, paving the way for future research in this rapidly evolving field.more » « lessFree, publicly-accessible full text available October 10, 2025
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In the 21st century workplace (especially in COVID times), much human social interaction occurs during virtual meetings. Unlike traditional screen-based remote meetings, VR meetings promise a more richly embodied form of communication. This paper maps the experiential terrain of seven commercial VR meeting applications, with a particular focus on the range of shared social experiences and collaborative abilities these applications may enable or constrain. We examine a range of applications including Spatial, Glue VR, MeetinVR, Mozilla Hubs, VRChat, AltspaceVR, and Rec Room. We analyze and map avatar system strategies, meeting environments and in-world cues, meeting invitation model, and different models of participation. In addition, we argue that commercial applications for meeting in VR that cater to workplace contexts might benefit from borrowing some of the strategies used in more leisure-focused environments for supporting social interaction.more » « less
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null (Ed.)COVID underscores the potential of VR meeting tools to compensate for lack of embodied communication in applications like Zoom. But both research and commercial VR meeting environments typically seek to approximate physical meetings, instead of exploring new capacities of communication and coordination. We argue the most transformative features of VR (and XR more broadly) may look and feel very different from familiar social rituals of physical meetings. Embracing “weird” forms of sociality and embodiment, we incorporate inspiration from a range of sources including: (1) emerging rituals in commercial social VR, (2) existing research on social augmentation systems for meetings, (3) novel examples of embodied VR communication, and (4) a fictionalized vignette envisioning a future with aspects of “Weird Social XR” folded into everyday life. We call upon the research community to approach these speculative forms of alien sociality as opportunities to explore new kinds of social superpowers.more » « less