The Good, Bad, and Ugly in Social Virtual Reality: The Alternative Global Village for Identity Negotiations in VRChat

Social virtual reality (VR) platforms have unleashed new possibilities to reimagine Marshall McLuhan’s classic idea of the “global village” in the digital era. We situated our inquiry in the case of identity negotiation between Chinese mainlanders and diasporas in VRChat, a popular social VR platform. Through a 2-year-long digital ethnography and interviews, this study revealed how Chinese mainlanders and those living abroad have confronted, separated, and integrated each other in identity negotiations. The results highlight the good, bad, and ugly sides of social VR as a novel convergence of VR, Massively-Multiplayer-Online-Role-Playing Games, and social media, particularly how the immersive experience of VR embodiment, avatars, and real-time voice chat may rejuvenate intercultural communication. These findings also illuminate a possible alternative global village enabled by social VR that not only has inherited certain violence from intercultural conflicts but also pioneering new paths to restore constructive communication.

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Publication Details

Journal
Social Media + Society
Published
2025-04-01
DOI
https://doi.org/10.1177/20563051251340854
Citations
1
Primary Topic
Asian Culture and Media Studies
Type
article
Field-Weighted Citation Impact
16.49
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article

The Good, Bad, and Ugly in Social Virtual Reality: The Alternative Global Village for Identity Negotiations in VRChat

Biying Wu-Ouyang, Jindong Leo-Liu
1 citations
Social Media + Society
Asian Culture and Media Studies
16.49
article

The Good, Bad, and Ugly in Social Virtual Reality: The Alternative Global Village for Identity Negotiations in VRChat

Biying Wu-Ouyang, Jindong Leo-Liu
article en
1 citations

Abstract

Social virtual reality (VR) platforms have unleashed new possibilities to reimagine Marshall McLuhan’s classic idea of the “global village” in the digital era. We situated our inquiry in the case of identity negotiation between Chinese mainlanders and diasporas in VRChat, a popular social VR platform. Through a 2-year-long digital ethnography and interviews, this study revealed how Chinese mainlanders and those living abroad have confronted, separated, and integrated each other in identity negotiations. The results highlight the good, bad, and ugly sides of social VR as a novel convergence of VR, Massively-Multiplayer-Online-Role-Playing Games, and social media, particularly how the immersive experience of VR embodiment, avatars, and real-time voice chat may rejuvenate intercultural communication. These findings also illuminate a possible alternative global village enabled by social VR that not only has inherited certain violence from intercultural conflicts but also pioneering new paths to restore constructive communication.

Social Media + SocietyVol. 11(2)
Education University of Hong Kong (HK)
Reduced inequalities
Openalex Percentile: Top 2%
Asian Culture and Media Studies
16.49
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The Good, Bad, and Ugly in Social Virtual Reality: The Alternative Global Village for Identity Negotiations in VRChat — Biying Wu-Ouyang, Jindong Leo-Liu · Social Media + Society (2025) | TGRS Research Map | TGRS