Cited by 44

The DOI matches its Crossref record.

“In My Safe Space”: Social Support for LGBTQ Users in Social Virtual Reality

Acena, Dane, Freeman, Guo·2021·Extended Abstracts of the 2021 CHI Conference on Human Factors in Computing Systems

Abstract

Virtual Reality (VR) has long been an important research focus in HCI since the 1960s. In the past five years, we have seen a more pronounced rise of VR, especially social VR. In particular, social VR is becoming increasingly popular within the LGBTQ community. Yet, little research explores how LGBTQ users participate in social VR and how social VR has potential to support them by affording a range of inclusive interactions. Based on eight interviews and two months of participatory observations, in this paper we report findings of our preliminary study of LGBTQ users’ engagement in social VR, especially regarding how social VR may afford social support for these users. Our study contributes to better understanding the nuanced experiences of LGBTQ users in social VR so as to create more inclusive and safe social VR spaces for all.

Overview

Integrity signals

Registry

Crossref · 10.1145/3411763.3451673

Cites

Statistics

Recomputing p-values needs the paper’s full text.

Verification

Claims the paper makes

This paper’s full text isn’t openly available, so its claims and self-check weren’t run. The registry and citation checks still apply.

Claims other papers make about this one

Each is checked against this paper’s own text: does it say what the citing paper says it does?

  • Acena and Freeman (2021) described social VR environments as functioning as safe spaces in the clinical sense of settings that reduce threat and support authentic self-expression.

    “A similar pattern was observed in Acena and Freeman's (2021) study, based on eight interviews and 2 months of participatory observation in social VR, which described these environments as functioning as safe spaces in the clinical sense of settings that reduce threat and support authentic self-expression.”

    From Artificial intelligence and immersive technologies for LGBTQ+ youth: a narrative review (2026) · cites this paper as Acena and Freeman's (2021)

Citations

Cites

No references could be resolved yet.

Research works printed but not linked: 30

  1. Katherine Bessière, A Fleming Seay, and Sara Kiesler. 2007. The ideal elf: Identity exploration in World of Warcraft. Cyberpsychology & behavior 10, 4 (2007), 530–535.
  2. 10.1109/VR.2019.8798165 · DOI
  3. 10.1145/2858036.2858342 · DOI
  4. Tom Boellstorff. 2015. Coming of age in Second Life: An anthropologist explores the virtually human. Princeton University Press.
  5. Tom Boellstorff, Bonnie Nardi, Celia Pearce, and Tina L Taylor. 2012. Ethnography and virtual worlds: A handbook of method. Princeton University Press.
  6. Ann Bonner and Gerda Tolhurst. 2002. Insider-outsider perspectives of participant observation. Nurse Researcher (through 2013) 9, 4 (2002), 7.
  7. 10.1145/3173574.3173824 · DOI
  8. 10.1080/19359705.2013.777007 · DOI · Paper page
  9. 10.1145/1518701.1518877 · DOI · Paper page
  10. 10.1016/j.jadohealth.2020.06.002 · DOI · Paper page
  11. 10.1145/2858036.2858484 · DOI
  12. 10.1145/3432938 · DOI
  13. Guo Freeman, Samaneh Zamanifard, Divine Maloney, and Alexandra Adkins. 2020. My Body, My Avatar: How People Perceive Their Avatars in Social Virtual Reality. In Extended Abstracts of the 2020 CHI Conference on Human Factors in Computing Systems. 1–8.
  14. 10.1145/2675133.2675152 · DOI
  15. 10.1080/00098655.2017.1301154 · DOI
  16. 10.1109/3DUI.2017.7893357 · DOI
  17. Searle Huh and Dmitri Williams. 2010. Dude looks like a lady: Gender swapping in an online game. In Online worlds: Convergence of the real and the virtual. Springer, 161–174.
  18. Olu Jenzen and Irmi Karl. 2014. Make, share, care: Social media and LGBTQ youth engagement. A Journal of Gender, New Media, and Technology 5 (2014).
  19. 10.1080/2005615X.2017.1313482 · DOI · Paper page
  20. 10.1145/3410404.3414266 · DOI
  21. Lauren B McInroy and Faye Mishna. 2017. Cyberbullying on online gaming platforms for children and youth. Child and adolescent social work journal 34, 6 (2017), 597–607.
  22. 10.1016/j.chb.2019.106199 · DOI
  23. 10.1145/3290605.3300794 · DOI
  24. Bonnie Nardi. 2010. My life as a night elf priest: An anthropological account of World of Warcraft. University of Michigan Press.
  25. Bonnie Ruberg and Adrienne Shaw. 2017. Queer game studies. U of Minnesota Press.
  26. 10.1111/j.1744-6171.2010.00246.x · DOI
  27. 10.1145/3025453.3025602 · DOI · Paper page
  28. Anselm L Strauss. 1987. Qualitative analysis for social scientists. Cambridge university press.
  29. Emma Westecott. 2016. Playing with Gender: Promoting Representational Diversity with Dress-Up, Cross-Dressing and Drag in Games. DIVERSIFYING BARBIE (2016), 240.
  30. 10.1145/1978942.1979054 · DOI

Cited by

Sorted by citations

Metadata

Authors
Acena, D., & Freeman, G.
Venue
Extended Abstracts of the 2021 CHI Conference on Human Factors in Computing Systems
Publisher
ACM
Published
2021-05-08
Pages
1-6
Cited by
44
References
0

About these checks

Registry, retraction, Cites and statistics results are computed, not judged, with one exception: a printed reference that no index lists is read once by a model before it counts as a citation error. Claims are extracted by a model and kept only when their quote appears verbatim in the text; each cited source is then checked, with a model’s help, for whether it says what the claim relies on. Those verdicts can be wrong — read the claim’s quote and the cited source before relying on one.

Statistics and arithmetic are recomputed, not judged.

Confidence bands are shown only for fields calibrated on our annotated test set. None is calibrated yet, so no band is shown.

What counts as a claim ›How we measure confidence ›How we check this ›

Are you an author, or do you see a problem with this page? Request a review