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  1. As social Virtual Reality (VR) grows in prevalence, new possibilities for embodied and immersive social interaction emerge, including varied forms of interpersonal harm. Yet, challenges remain regarding defining, identifying, and mitigating said harm in social VR. In this paper, we take an alternative approach to understanding and designing solutions for interpersonal harm in social VR through the lens of consent, which circumvents the lack of consensus and social norms on what should be defined as harm in social VR and reflects the embodied, immersive, and offline-world-like nature of harm in social VR. Through interviews with 39 social VR users, we offer one of the first empirical explorations on how social VR users understand consent as "boundaries," (re)purpose existing social VR features for practicing consent as "boundary setting," and envision the design of future consent mechanics in social VR to balance protection and interaction expectations to mitigate interpersonal harm as "boundary violations" in social VR. This work makes significant contributions to CSCW and HCI research by (1) uncovering how social VR users craft novel conceptualizations of consent as boundaries and harm as unwanted boundary violations, and (2) providing three foundational principles for designing future consent mechanics in social VR informed by actual social VR users. 
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    Free, publicly-accessible full text available October 1, 2024
  2. Online harassment against women - particularly in gaming and virtual worlds contexts - remains a salient and pervasive issue, and arguably reflects the systems of offline structural oppression to control women’s bodies and rights in today’s world. Harassment in social Virtual Reality (VR) is also a growing new frontier of research in HCI and CSCW, particularly focusing on marginalized users such as women. Based on interviews with 31 women users of social VR, our findings present women’s experiences of harassment risks in social VR as compared to harassment targeting women in pre-existing, on-screen online gaming and virtual worlds, along with strategies women employ to manage harassment in social VR with varying degrees of success. This study contributes to the growing body of literature on harassment in social VR by highlighting how women’s marginalization online and offline impact their perceptions of and strategies to mitigate harassment in this unique space. It also provides a critical reflection on women’s mitigation strategies and proposes important implications to rethink social VR design to better prevent harassment against women and other marginalized communities in the future metaverse. 
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    Free, publicly-accessible full text available October 1, 2024
  3. Extensive HCI research has investigated how to prevent and mitigate harassment in virtual spaces, particularly by leveraging human-based and Artificial Intelligence (AI)-based moderation. However, social Virtual Reality (VR) constitutes a novel social space that faces both intensified harassment challenges and a lack of consensus on how moderation should be approached to address such harassment. Drawing on 39 interviews with social VR users with diverse backgrounds, we investigate the perceived opportunities and limitations for leveraging AI-based moderation to address emergent harassment in social VR, and how future AI moderators can be designed to enhance such opportunities and address limitations. We provide the first empirical investigation into re-envisioning AI’s new roles in innovating content moderation approaches to better combat harassment in social VR. We also highlight important principles for designing future AI-based moderation incorporating user-human-AI collaboration to achieve safer and more nuanced online spaces. 
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  4. Although social support can be a vital component of gender and sexual identity formation, many LGBTQ+ individuals often lack offline social networks for such support. Traditional online technologies also reveal several challenges in providing LGBTQ+ individuals with effective social support. Therefore, social VR, as a unique online space for immersive and embodied experiences, is becoming popular within LGBTQ+ communities for supportive online interactions. Drawing on 29 LGBTQ+ social VR users’ experiences, we investigate the types of social support LGBTQ+ users have experienced through social VR and how they leverage unique social VR features to experience such support. We provide one of the first empirical evidence of how social VR innovates traditional online support mechanisms to empower LGBTQ+ individuals but leads to new safety and equality concerns. We also propose important principles for rethinking social VR design to provide all users, rather than just the privileged few, with supportive experiences. 
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  5. This paper focuses on embodied visibility emerging in social Virtual Reality (VR) as a new lens to explore how queer users build and experience visibility in nuanced ways. Drawing on 29 queer social VR users’ experiences across various countries and cultures, we identify three main strategies for building and experiencing embodied visibility in social VR, limitations of each strategy, and impacts of such visibility on queer users’ identity practices online and offline. We broaden current studies on queer visibility online and expand the traditional lens of selective visibility by highlighting how embodiment both supports and challenges the multidimensional online presentations of queer identity. We also propose potential design considerations to further support diverse queer users’ visibility in social VR and inform future directions for creating inclusive online social experiences. 
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  6. The contemporary understanding of gender continues to highlight the complexity and variety of gender identities beyond a binary dichotomy regarding one’s biological sex assigned at birth. The emergence and popularity of various online social spaces also makes the digital presentation of gender even more sophisticated. In this paper, we use non-cisgender as an umbrella term to describe diverse gender identities that do not match people’s sex assigned at birth, including Transgender, Genderfuid, and Non-binary.We especially explore non-cisgender individuals’ identity practices and their challenges in novel social Virtual Reality (VR) spaces where they can present, express, and experiment their identity in ways that traditional online social spaces cannot provide. We provide one of the first empirical evidence of how social VR platforms may introduce new and novel phenomena and practices of approaching diverse gender identities online. We also contribute to re-conceptualizing technology-supported identity practices by highlighting the role of (re)discovering the physical body online and informing the design of the emerging metaverse for supporting diverse gender identities in the future. 
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  7. Harassment has long been considered a severe social issue and a culturally contextualized construct. More recently, understanding and mitigating emerging harassment in social Virtual Reality (VR) has become a growing research area in HCI and CSCW. Based on the perspective of harassment in the U.S. culture, in this paper we identify new characteristics of online harassment in social VR using 30 in-depth interviews. We especially attend to how people who are already considered marginalized in the gaming and virtual worlds contexts (e.g., women, LGBTQ, and ethnic minorities) experience such harassment. As social VR is still a novel technology, our proactive approach highlights embodied harassment as an emerging but understudied form of harassment in novel online social spaces. Our critical review of social VR users' experiences of harassment and recommendations to mitigate such harassment also extends the current conceptualization of online harassment in CSCW. We therefore contribute to the active prevention of future harassment in nuanced online environments, platforms, and experiences. 
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  8. Computer-mediated collaboration has long been a core research interest in CSCW and HCI. As online social spaces continue to evolve towards more immersive and higher fidelity experiences, more research is still needed to investigate how emerging novel technology may foster and support new and more nuanced forms and experiences of collaboration in virtual environments. Using 30 interviews, this paper focuses on what people may collaborate on and how they collaborate in social Virtual Reality (VR). We broaden current studies on computer-mediated collaboration by highlighting the importance of embodiment for co-presence and communication, replicating offline collaborative activities, and supporting the seamless interplay of work, play, and mundane experiences in everyday lives for experiencing and conceptualizing collaboration in emerging virtual environments. We also propose potential design implications that could further support everyday collaborative activities in social VR 
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