Social MediARverse: investigating users’ social media content sharing and consuming intentions with location-based AR

Abstract Augmented Reality (AR) is evolving to become the next frontier in social media, merging physical and virtual reality into a living metaverse, a Social MediARverse. With this transition, we must understand how different contexts—public, semi-public, and private—affect user engagement with AR content. We address this gap in current research by conducting an online survey with 110 participants, showcasing 36 AR videos, and polling them about the content’s fit and appropriateness. Specifically, we manipulated these three spaces, two forms of dynamism (dynamic vs. static), and two dimensionalities (2D vs. 3D). Our findings reveal that dynamic AR content is generally more favorably received than static content. Additionally, users find sharing and engaging with AR content in private settings more comfortable than in others. By this, the study offers valuable insights for designing and implementing future Social MediARverses and guides industry and academia on content visualization and contextual considerations.

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Publication Details

Journal
Virtual Reality
Published
2025-07-16
DOI
https://doi.org/10.1007/s10055-025-01188-z
Citations
2
Primary Topic
Virtual Reality Applications and Impacts
Type
article
Field-Weighted Citation Impact
3.87

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article

Social MediARverse: investigating users’ social media content sharing and consuming intentions with location-based AR

Robin Welsch, Florian Mueller, Andreas Butz, Linda Hirsch et al.
2 citations
Virtual Reality
Virtual Reality Applications and Impacts
3.87
article

Social MediARverse: investigating users’ social media content sharing and consuming intentions with location-based AR

Robin Welsch, Florian Mueller, Andreas Butz, Linda Hirsch, Mari Kruse
article en
2 citations

Abstract

Abstract Augmented Reality (AR) is evolving to become the next frontier in social media, merging physical and virtual reality into a living metaverse, a Social MediARverse. With this transition, we must understand how different contexts—public, semi-public, and private—affect user engagement with AR content. We address this gap in current research by conducting an online survey with 110 participants, showcasing 36 AR videos, and polling them about the content’s fit and appropriateness. Specifically, we manipulated these three spaces, two forms of dynamism (dynamic vs. static), and two dimensionalities (2D vs. 3D). Our findings reveal that dynamic AR content is generally more favorably received than static content. Additionally, users find sharing and engaging with AR content in private settings more comfortable than in others. By this, the study offers valuable insights for designing and implementing future Social MediARverses and guides industry and academia on content visualization and contextual considerations.

Virtual RealityVol. 29(3)
University of California, Santa Cruz (US), LMU Klinikum (DE), Technische Universität Darmstadt (DE), Santa Cruz County Office of Education (US), Ludwig-Maximilians-Universität München (DE), Aalto University (FI)
Aalto-Yliopisto
Openalex Percentile: Top 7%
Virtual Reality Applications and Impacts
3.87
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Social MediARverse: investigating users’ social media content sharing and consuming intentions with location-based AR — Robin Welsch, Florian Mueller, et al. · Virtual Reality (2025) | TGRS Research Map | TGRS