Usage Matters: The Role of Frequency, Duration, and Experience in Presence Formation in Social Virtual Reality
The sense of presence is central to immersive experiences in Virtual Reality (VR), and particularly salient in socially rich platforms like social VR. While prior studies have explored various aspects related to presence, less is known about how ongoing usage behaviors shape presence in everyday engagement. To address this gap, we examine whether usage intensity, captured through frequency of use, session duration, and years of VR experience, predicts presence in social VR. A survey of 295 users assessed overall, social, spatial, and self-presence using validated scales. Results show that both frequency and duration consistently predict higher presence across all dimensions, with interaction effects indicating that frequent and extended sessions synergistically amplify the experience of “being there.” These effects were stable across age and gender. Our findings extend presence research beyond the laboratory by identifying behavioral predictors in social VR and offer insights for building inclusive environments that reliably foster presence.
💡 Research Summary
The paper investigates how everyday usage patterns in social virtual reality (Social VR) influence users’ sense of presence. Drawing on a large‑scale online survey of 295 active Social VR participants (primarily from VRChat and Rec Room), the authors operationalize “usage intensity” through three self‑reported metrics: frequency of use (ranging from daily to never), average session duration (30 minutes to over two hours), and total years of VR experience. Presence is measured with validated multi‑item scales that capture overall presence as well as its three theoretically grounded dimensions—spatial, social, and self‑presence.
Methodologically, the study follows a hierarchical multiple regression approach. The first step controls for demographic variables (age, gender, geographic region). The second step adds the three usage variables as predictors. The third step tests interaction effects among frequency, duration, and experience (e.g., frequency × duration). The final step examines whether age or gender moderates any of these relationships. Data cleaning removed incomplete responses and straight‑lining cases, yielding a final sample of 295. Reliability analyses confirmed high internal consistency for each presence subscale, and exploratory factor analysis supported the intended three‑factor structure.
Results reveal four key patterns. First, both usage frequency and session duration show robust, positive main effects on overall presence and on each of the three sub‑dimensions (p < .001). Users who engage more often and stay longer in a session report stronger feelings of “being there.” Second, the interaction between frequency and duration is significant: the combination of high frequency and long sessions produces the highest presence scores, suggesting a synergistic amplification rather than a simple additive effect. Third, years of VR experience does not exert a strong independent effect but interacts with frequency and duration; seasoned users experience higher presence under comparable usage patterns, indicating that accumulated familiarity may enhance immersion. Fourth, moderation analyses find no significant age or gender effects, implying that the usage‑presence relationships are broadly consistent across demographic groups.
The authors interpret these findings as evidence that presence is not solely a function of hardware specifications (e.g., display resolution, tracking fidelity) but is heavily shaped by user behavior in naturalistic settings. Frequent, extended, and experienced engagement appears to foster deeper immersion, likely through cognitive adaptation, increased embodiment, and stronger social bonds within the virtual community. From a design perspective, the results suggest that Social VR platforms should prioritize features that encourage regular, longer sessions—such as dynamic content updates, session‑linked rewards, and community‑driven events—to boost presence and, consequently, user satisfaction and retention.
Limitations are acknowledged. The reliance on self‑report measures introduces potential social desirability and recall biases; objective log data would strengthen future work. The cross‑sectional design precludes causal inference, and longitudinal studies are needed to track how usage‑presence dynamics evolve over time. Platform‑specific factors (e.g., differences between VRChat and Rec Room) and hardware variations (Meta Quest vs. HTC Vive) were not controlled, which may limit generalizability. Additionally, the sample is skewed toward male participants (≈ 73 %) and European residents (≈ 68 %), raising questions about cultural and gender diversity.
Future research directions include: (1) integrating system‑generated usage logs to obtain objective frequency and duration metrics; (2) conducting longitudinal or experimental studies to establish causality; (3) comparing multiple Social VR platforms and hardware configurations to assess robustness of the findings; and (4) expanding demographic diversity to explore potential cultural or gender‑specific nuances.
In sum, the study provides compelling empirical evidence that everyday usage intensity—how often, how long, and how long users have been immersed in Social VR—significantly predicts the depth of presence across spatial, social, and self dimensions. By moving beyond controlled laboratory tasks to ecologically valid, user‑driven contexts, the work advances theoretical models of presence and offers actionable insights for designers aiming to create more immersive, inclusive virtual social environments.
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