Phantom Touch and Well-being in Social VR
Humans have a need for social physical contact and the act of touching each other is an important aspect of it. Touch can “generate positive emotions and modulate negative ones, [and] it also is capable of generating negative emotions”. The question of the sense of touch is an issue that also comes up in the context of commercial social virtual reality (social VR or SVR) platforms, which have been proliferating at an increasing rate and attracting more and more users, especially since 2020, the beginning of the COVID-19 pandemic. ‘Social VR’ refers to 3D virtual spaces where users can interact with one another using head-mounted VR displays or other VR-capable devices. In these spaces, users can socialize and conduct various types of activities (e.g., gaming, working, and learning).
In terms of software and user experience design, social VR spaces are similar to earlier collaborative virtual spaces like Second Life. While other social/online spaces facilitate interactions primarily between acquaintances, SVR provides novel pathways of socializing. Our research investigates the potential impact of multisensory design on mental health, particularly the phenomenon of phantom touch. This exploration invites designers of these spaces to consider the ethical implications of their work. Additionally, the findings can inform ethical considerations regarding safety, consent, and embodiment in social VR. This research was supported by ÚNKP-23-4-II-MOME-11 (New National Excellence Program Fellowship).