Considering Avatar Crossing as Harm or Help for Adolescents in Social VR
Jakki O. Bailey, Xinyue (Sally) You

TL;DR
This paper explores the dual nature of avatar crossing in social VR for adolescents, examining its potential to facilitate social interaction and learning while also posing risks of social harm and discomfort.
Contribution
It provides a nuanced analysis of avatar crossing, highlighting its benefits for social and educational contexts and its potential for harm, which has been underexplored in prior research.
Findings
Avatar crossing can enhance focus and information sharing in virtual classrooms.
It may reduce perceived presence and realism, leading to discomfort.
Potential social harms include violations of personal space and unsolicited contact.
Abstract
People leverage avatars to communicate nonverbal behaviors in immersive virtual reality (VR), like interpersonal distance [2, 6] and virtual touch [5]. However, violations of appropriate physical distancing and unsolicited intimate touching behavior in social virtual worlds represent potential social and psychological virtual harm to older adolescent users [4, 8]. Obtaining peer acceptance and social rewards, while avoiding social rejection can drive older adolescent behavior even in simulated virtual spaces [1, 3], and while "the beginning of adolescence is largely defined by a biological event, [...] the end of adolescence is often defined socially" [3] (p.912). Avatar crossing, the phenomenon of avatars walking through each other in virtual environments, is a unique capability of virtual embodiment, and others intriguing possibilities and ethical concerns for older adolescents…
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Taxonomy
TopicsVirtual Reality Applications and Impacts
