(22) 55 23 943
Dobra 55 street, room Z214, 00-312 Warsaw
biuro.lbm@uw.edu.pl

Virtual reality as a space for self-creation – an exploratory study of VR Chat app users

Description

The study focused on how individuals (players) function in a VR environment, particularly in the context of self-presentation methods and mechanisms. As an example of such a space, VRChat was chosen – one of the applications belonging to the so-called social VR category, where users can interact with others using an avatar. Avatars represent users in the VR world and enable them to experience it through modifications, creation, and personalization of their self-image.

The study involved conducting in-depth individual interviews (IDI) with 30 players who actively use VRChat. The goal was to understand players' motivations for using the application and to decode their self-perception in the game – particularly their relationship with their avatar and other players.

During the interviews, all players pointed to the community-building potential – making new connections with other players and regularly meeting familiar ones – as a key benefit of using the application. In this context, the therapeutic aspect of VRChat was also emphasized, as a place where one can combat shyness or even social phobia. Another significant motivation is the opportunity to enjoy various entertainment activities (games, parties, conversations), which improve mood and provide an escape from everyday life.

On the other hand, respondents also identified a broad range of risks associated with using the application (e.g., easy access for underage users and the risk of becoming accustomed to the idealized world of the application, making it difficult to cope with offline reality afterward).

Respondents agreed on the factors influencing their choice of a particular avatar:

  • the desire to reflect their personality (the leading reason) and "feeling comfortable" in a character they identify with;
  • the avatar’s aesthetic appeal – the fact that it is "attractive" and "liked" by other players;
  • its technical features, which facilitate social interactions;
  • the avatar as an indicator of group affiliation – helping users identify with their community and be recognizable within it;
  • the desire to be someone they are not in real life;
  • using the avatar as a pretext for ironic but friendly discussions among players;
  • logistical reasons – primarily the computing power of the users’ and other players’ computers (to ensure smooth interaction).

It can therefore be concluded that a recurring theme in most of these responses is the imperative of staying connected with other players. Notably, some respondents used expressions that indicate identification with their chosen avatar, which they use continuously (or most of the time). Some explicitly stated that they would like to be their avatar in real life.

In summary, the study provided insights into the functional use of social VR applications by players and the complex relationships between players and their avatars, confirming that virtual reality can serve both as an entertainment space and a tool for self-presentation and identity creation.

Researchers involved

Karolina Brylska

PhD
Media researcher, assistant at the Department of Social Communication and Public Relations of the Faculty of Journalism, Information and Bibliology and the University of Warsaw. Deputy head of the Laboratory of Media Studies at the University of Warsaw.

Used sensors/methods

IDI (in-depth interviews)

Read more

Promo clip

Project "Creation of promotional materials and preparation of a blog dedicated to the presentation and promotion of selected scientific projects carried out by the team of the Media Research Laboratory of the University of Warsaw" carried out as part of the funding granted in Measure III.3.2 "Promotion of scientific research" implemented as part of the "Excellence Initiative - Research University" Program

© 2024 Adam Balcerzak