Understanding and Mitigating Harmful Design in User-Generated Virtual Worlds
Zinan Zhang, Xinning Gui, Yubo Kou

TL;DR
This paper explores the challenges and solutions related to harmful design in user-generated virtual worlds, emphasizing the importance of understanding and mitigating negative impacts as virtual spaces become more democratized.
Contribution
It provides an analysis of harmful design issues in user-generated virtual worlds and proposes strategies for mitigation, addressing a growing concern in virtual space development.
Findings
Identification of common harmful design patterns
Proposed mitigation strategies for virtual world platforms
Highlighting the importance of responsible design practices
Abstract
Virtual space offers innovative ways for individuals to engage with one another in a digital setting. Prominent virtual social platforms, such as Facebook Spaces, VR Chat, and AltspaceVR, facilitate social connections, allowing users to interact seamlessly. Additionally, certain video games, like Second Life and World of Warcraft, are set within these virtual spaces as well, providing immersive player experiences. As the popularity of virtual space grows, various companies have begun to democratize the process of creating these spaces, shifting the development from skilled professionals to hobbyist creators. Platforms like Minecraft, Roblox, and RecRoom enable users to create and publish their own virtual environments, hosting a wide range of interactions and narratives. This shift echoes the rise of user-generated content, where content creators create and publish content on platforms,…
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Taxonomy
TopicsVirtual Reality Applications and Impacts
