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|Session Name:||Presence, Agency, Social: Shaping Great VR Experiences|
|Company Name(s):||Exozet Berlin GmbH|
|Track / Format:||Entertainment VR/AR|
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|Overview:||Virtual reality is the first truly user centered medium. The key elements that make VR stand out are presence, agency and social interactions. Social VR applications are undoubtedly one of the largest application still to be explored in VR. This talk gives inspiration to focus on those three pillars to create outstanding VR experiences. It showcases lessons learned from a variety of VR productions especially focusing on how to make great social VR experiences. Examples highlight the importance of considering the psychological dimension when creating virtual worlds for the user to be in and interact with. This is a follow up on Thomas' GDC 2016 talk "Cognitive Psychology of Virtual Reality: Basics, Problems and Tips" and the GDCE 2016 talk "Psychology of Virtual Reality: Presence, Agency, Social" and will focus on the new developments in 2017.|