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September 3, 2026Virtual RealityOpen Access

Beyond the screen: insights on social and spatial affordances of virtual reality conferencing platforms

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Authors

STSelen TürkayQueensland University of Technology

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Implication

Mixed-methods case study reveals enhanced social presence during virtual reality collaboration in professional teams, suggesting adoption is optimal for creative, divergence-heavy tasks.

Key Points

  • Investigate how the spatial and social affordances of commercial virtual reality meeting platforms shape everyday remote collaboration, floor negotiation, and group cohesion.
  • Conducted two mixed-methods case studies with existing teams (N₁ = 16, N₂ = 9) across multiple sessions using five commercial VR meeting applications.
  • Gathered observational, focus group, and questionnaire data assessing affordances including spatial audio, proxemics, avatar customization, and shared artifacts.
  • VR meetings fostered richer user engagement and a stronger sense of social presence than 2D tools, providing distinct benefits for divergence-heavy activities like brainstorming and design critique.
  • Everyday platform viability was constrained by three recurring challenges: setup complexity, limited movement and interaction fidelity, and asymmetric dynamics between headset and desktop participants.

Cite This Study

Selen Türkay (2026) studied this question.

synapsesocial.com/papers/6a99351f636c6408cfa7d136https://doi.org/10.1007/s10055-026-01471-7
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Also Consider

Synapse has enriched 5 closely related papers on similar clinical questions. Consider them for comparative context:

  1. 1Virtual reality as an engagement driver in professional meetings2025
  2. 2Conferencing together in social virtual reality: Bringing agency back into affordances-based approaches in communication scholarship2024 · 2 citations
  3. 3Immersive gathering: insights into virtual workplace meetings2024 · 11 citations
  4. 4How to build a Sense of Being Together: Establishing Interactional Space in Multi-Party Work Meetings in Virtual Reality2026
  5. 5From Flat Screens to Full Immersion: Social Interaction in VR2Gather, Horizon Workrooms, and MS Teams2026