May 11-16, 2024 | Qijia Chen, Andrea Bellucci, and Giulio Jacucci
The study explores how users perceive and experience alcohol consumption in social VR, focusing on the r/VRChat community. It finds that heavy drinking is common, with users feeling less intoxicated due to cybersickness mitigation strategies like reduced field-of-view. This leads to increased alcohol consumption without awareness. Social VR affordances such as presence, embodiment, and social interaction exacerbate alcohol abuse. Non-drinkers report negative impacts, including obnoxious behavior, harassment, and difficulty calling for help in emergencies. The study highlights the need for safer VR environments, as alcohol use in VR can lead to health issues, physical accidents, and negative social consequences. It also notes that VR's immersive nature may distort users' perception of intoxication, reducing their awareness of the effects of alcohol. The research contributes to understanding the risks and implications of alcohol use in social VR, emphasizing the importance of designing VR platforms that consider the potential harms of alcohol consumption. The findings suggest that social VR may encourage more drinking due to its perceived safety and convenience, and that non-drinkers may face negative experiences due to the behavior of intoxicated users. The study underscores the need for further research and design considerations to mitigate the risks associated with alcohol use in social VR environments.The study explores how users perceive and experience alcohol consumption in social VR, focusing on the r/VRChat community. It finds that heavy drinking is common, with users feeling less intoxicated due to cybersickness mitigation strategies like reduced field-of-view. This leads to increased alcohol consumption without awareness. Social VR affordances such as presence, embodiment, and social interaction exacerbate alcohol abuse. Non-drinkers report negative impacts, including obnoxious behavior, harassment, and difficulty calling for help in emergencies. The study highlights the need for safer VR environments, as alcohol use in VR can lead to health issues, physical accidents, and negative social consequences. It also notes that VR's immersive nature may distort users' perception of intoxication, reducing their awareness of the effects of alcohol. The research contributes to understanding the risks and implications of alcohol use in social VR, emphasizing the importance of designing VR platforms that consider the potential harms of alcohol consumption. The findings suggest that social VR may encourage more drinking due to its perceived safety and convenience, and that non-drinkers may face negative experiences due to the behavior of intoxicated users. The study underscores the need for further research and design considerations to mitigate the risks associated with alcohol use in social VR environments.