Abstract

With the development of computer technology, it is possible to design virtual reality (VR) media that provides services to multiple users. Hall’s proxemics theory, which holds that the distance varies depending on the relationship between people, has been applied when designing VR in such media. However, this concept was usually applied to designs without criticism and without confirming whether proxemic distances established in physical space are equally valid in VR. This study investigated how proxemics in VR activate differently from those in a physical space. We measured the distance and the number of instances of direct contact between people, with 69 participants from Korea and Turkiye. As a result, a proxemics pattern similar to that of a physical space appeared in VR. However, the average distance between participants in the VR was about 160% greater than in the physical space. Also, we could observe direct contact up to 260% more in the VR than in the physical space. We analyzed the collected data using Bayesian ANOVA and t-tests. We could clarify the difference between the two proxemics in physical space and VR, but the reason for the phenomenon has yet to be discovered. However, this study is meaningful because any industry designing VR, such as those in digital games, can directly apply the findings to manipulate multiple users’ emotions and experiences more efficiently. Additionally, this study provides directions for any future studies discussing VR design.

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