By Emma L. Barratt

The advent of the internet shifted how we socialise. Chat rooms, forums, and eventually social media platforms opened up new ways to both communicate and express ourselves. Online anonymity, for example, allowed us to be whoever we pleased to anyone with a connection — for better or worse. Psychological research followed this shift, and decades later there are troves of papers on almost every aspect of online interaction you could hope to explore.

As technology continues to march onwards, it's brought with it increasingly accessible options for socialising in virtual reality (VR). Though VR is by definition virtual, the experiences users have in it are very much real. Since VR's accessibility is so recent, we currently don't have good understanding of what users get out of socialising in these spaces, or even a solid grasp of potential risks associated with them. With rapidly increasing uptake, especially in a time of mass isolation, that's a pretty big blind spot.

However, work by soon-to-be PhD graduate Divine Maloney at Clemson University is beginning to fill this gap. His PhD research has focused primarily on understanding VR social spaces and designing safe, equitable, and fulfilling VR spaces for young users.

Read more of this post

BPS Research Digest | November 30, 2021 at 2:08 pm | Categories: Developmental, Social, Technology | URL: https://wp.me/p7Lf0f-bDR