Dealing With Harassment in VR

by Upload • October 25th, 2016

Editor’s Note: The below post is written by Aaron Stanton and Jonathan Schenker, the developers of QuiVr. Their multiplayer VR game was recently mentioned in a post titled “My First Virtual Reality Groping” that has reverberated beyond the gaming community.

I didn’t realize the article was about us when I first started reading. But of course it was about us; it was about the entire VR development community, after all. The link I followed read, “I was sexually assaulted in virtual reality. This is a big F*cking problem,” and was about a woman’s experience being harassed in a virtual environment. As someone deeply involved in the growth of VR, this was extremely unsettling for me. And then I saw about a paragraph in that the author had been playing QuiVr when it happened. QuiVr is the game that my friend, Jonathan (“blueteak” in the VR community) and I have been investing ourselves into making for months. My heart sank.

This had happened in our game; this had been on our watch.

The author was surprisingly complimentary towards the game itself, given the circumstances, and yet it’s difficult to explain my reaction. The article was extremely well written and left me deeply saddened, but also grateful that the author had the courage to tell the story. We need this sort of examination. At the same time, Jonathan and I both felt responsible for what had happened. This was not the intended purpose of our game, of course. The models deliberately have no gender identifiers, and we’ve thought long and hard about a concept we call, “cooperative independence” – the idea that players are side-by-side, but gameplay is not dependent on anyone else. Everyone can play together, yet no one can interfere with each other.

The first thing I felt was that we had let someone down. We should have prevented this in the first place. While QuiVr is still in pre-release alpha, we’d already programmed a setting into the game called your, “Personal Bubble,” so other player’s hands disappear if they come close to your face. This way, the rare bad-apple player can’t block someone else’s view and be annoying. The arrows that get shot at you stick in your helmet, which is good for a laugh, but they do no damage and quickly disappear so they don’t get in the way. We hadn’t, though, thought of extending that fading function to the rest of the body – we’d only thought of the possibility of some silly person trying to block your view with their hands and ruining the game.

How could we have overlooked something so obvious?

I called Jonathan, who is not only the original creator of QuiVr, but one of the people I respect the most in the industry to date. He’d already seen the article – his girlfriend had sent him the link – and he had spent the morning changing the game to extend the Personal Bubble; now, when the setting was turned on, other players faded out when they reached for you, no matter their target, chest included. It was a possible solution; no one should be able to treat another player like the author had been treated again.

But in talking, we quickly realized that it didn’t feel like the entire solution. It was functional, but only addressed the act that caused the damage, not the damage itself. To us – though we’re not at all experts on personal space – the strengths and weaknesses of VR are often the same. The reality of the experience, of being “present,” makes everything more powerful than on a flat, 2-dimensional screen. The medical community has been exploring the use of VR to help treat PTSD, phobias, and phantom limb syndrome. If VR has the power to have lasting positive impact because of that realism, the opposite has to be taken seriously as well.

So, we would like to float a possible way of thinking for the VR development community to consider as we grow. It consists of two parts. One, that we should strive to prevent harassment from happening in the first place, of course. But second, when harassment does happen – and I see no way to prevent it entirely so long as multiplayer experiences exist – we need to also offer the tools to re-empower the player as it happens.

I don’t know if we are right in this belief, but it seems a reasonable one to us – if VR has the ability to deprive someone of power, and that feeling can have real psychological harm, then it is also in our ability to help mitigate that by dramatically and demonstrably giving that power back to the player before the experience comes to an end.

For example, what if a player had tools on hand to change the outcome of the encounter before it ended in a negative way?  How different would our childhood memories of the schoolyard bully be if our bodies had been immovable when shoved, or we could mute their words at the push of a button?  Would the author’s experience have been any different if she could have reached out with a finger, and with a little flick, sent that player flying off the screen like an ant?

I believe it might be. I believe that this obnoxious player would have been annoying and adolescent, and then when gone, the game would have continued. And when it was done, there would not have been the feeling of a battle that was still being fought days after the fact.

It would instead have the feeling of a battle that was won.

In her article, the author commented that the feeling of the original encounter remained with her for days afterwards – I can absolutely understand this. Even for me as a passive participant reading the article, I felt that anger and vulnerability carry with me. This highlights for me the potential and dangers of VR itself. The medium should force us to really think about how the sense of “presence” changes interactions that would feel less threatening in a different digital environment.

Thankfully, with the amazing power of VR, where one person’s perspective of reality does not have to match the other person’s in the same game, it’s actually possible to do this without ruining the game for everyone.

With all the above in mind, Jonathan and I revisited our Personal Bubble setting. The changes we made were slight, and potentially more symbolic than consequential. We’re not really sure, but we’ll see. Before, when a player turned on their personal setting, you had to do it by pushing pause, browsing a menu, and selecting it. When it turned on, there was no announcement; the hands of other players simply faded away when they reached for you.

Now, though, activating your Personal Bubble is more like engaging your own superpower. You can still turn it on via the settings, but you can also activate it by what we’re calling a “power gesture” – putting your hands together, pulling both triggers, and pulling them apart as if you are creating a force field. No matter how you activate it, the effect is instantaneous and obvious – a ripple of force expands from you, dissolving any nearby player from view, at least from your perspective, and giving you a safety zone of personal space. It’s an instant creation of control. Any player that teleports next to you will fade away as they approach – and in reverse, you’ll fade from their perspective as they approach, as well. Other player’s voice audio is automatically muted, and you’re given the option to select who you want to hear again. You have the power to turn this on and off – essentially giving you dramatic and instant control of your own space again.

To prevent people from using this as a way to grief other players – another issue VR has to deal with – the visual effects are generally localized to each player’s perspective. If you are standing next to someone that activates their Personal Bubble, the ripple of power passes through you, and they vanish from your perception. It’s as if they are no longer in the same dimension as you, so long as you’re close enough to be in each other’s way. Doing so also mutes the other players from your own system so you can’t hear them, and walks you through selectively turning back on only those you want to hear.

We don’t know if this solution will work perfectly, and it’s certainly not the only solution; like everyone in VR, we’re just learning how to approach these very real problems. But, we think it’s a reasonable place to join the conversation, and it’s worth thinking through what new obligations and responsibilities VR developers have when given the ability to literally create a player’s self image.

The Power Gesture as 911 for VR Experiences

force-field-protection

Could a gesture that creates a kind of protective bubble become standard in multiplayer experiences?

As I was soliciting feedback on this perspective from other members of the community, a theme emerged. Non-VR players really liked the idea of the Power Gesture – a pro-active motion the you knew going into the game could call up defenses if you needed out. Yes, you can always simply take off your HMD, but that is just fleeing the environment, and leaves all the possible threat for when you put it back on. It doesn’t solve anything. The same can be argued for disguising a player’s voice so they can play in peace – while a possible solution, we also need to offer tools that give players better controls, not simply better ways to hide. VR has the unique power to do that.

I’d think it would be interesting if the concept of the Power Gesture were to become a part of the VR design thinking. Whatever the details of that gesture might be, the concept is simple – a single, cross-platform and cross-game action that players can rely on as their call to a safe space. Like 911, which is the number we all know to call for help in the United States regardless of which state you happen to live in, it would be a gesture that we teach to our kids and all VR players in the event something goes wrong.

With that possibility in mind, we’re going to contribute our code for the Personal Bubble to the excellent open source framework, VR Toolkit. It will have to be tweaked for each game, of course, but perhaps it can be built on if useful.  Or, maybe there are better solutions to the same issue. Part of the VR journey is that we’re all building these roads from scratch as we go.

Perhaps “power gesture enabled” can be a concept that’s part of the VR development language – the 911 gesture of protection and safe space, be it against sexual harassment, bullying, or any other form of unwanted confrontation. So when things don’t go well, when something happens that we as developers can’t predict and shield our players from, there’s always a safe place to be found – hopefully not just in QuiVr – but in VR in general.

 

  • Cameron Pickerill

    Fantastic response. I imagine we’ll be seeing the power gesture get a lot of adoption thanks to you adding it to the VRTK.

    • mpisc192

      That’s the best possible way to create a new standard. Good for you Quivr! This should be a part of the article itself.

  • Wow Mr. Aaron! Best response one can imagine.

  • Bel

    I just experienced so sexist and abusive comments under previous article in gaming forum.
    I’m really glad how you reacted, well done. Great idea with standardised gesture!

  • Mark Zifchock

    Great Job QuiVR team. A creative, compassionate, and thoughtful solution. As developers, there is a lot we can do to empower our players and prevent abusers from having their way. Really outstanding work.

  • DougP

    Good article.

    Re: “My First Virtual Reality Groping”
    Or they could’ve just blocked Trump from playing their game. It appears he goes by BigBro442. 😉

    j/k aside…
    This is a big issue that needs to be address.
    Before this woman spoke out, I’d read articles on others jumping into multi-player & shared-screen experiences where they were either approached & interacted with inappropriately (without invitation/consent) or shown something offensive.

    I’d raised this concern w/others in VR community ~6mos ago, not long after I got my Vive, and wondered how long until an offensive event would be publicized & get people talking more about this.

    Kids –
    To be honest, it’s made me nervous about when I have friends over & their kids in VR. I’m worried about multi-player games & what might be heard…but much more so…what might be seen. Just having a “virtual person” come into your “personal space”, compounded by verbal assault/undesired interaction, can be off-putting.
    I won’t let my friends’ kids run RecRoom or even Raw Data in multi-player mode.

    I really like the idea of turning on a “safety bubble” to block-out/filter-out people in MP experiences, as well as a standardized method (via Steam? for SteamVR games) for permanently blocking offensive users.
    Perhaps even a way to only allow people who have overwhelmingly positive *ratings* of some such into your games.
    Crowd-sourced a bit – the same way the likes of AirBnB hosts can filter out bad or non-rated users?

  • mikowilson

    It also seems that reminding people that they can take off their HMD at any time is important. The power move is a great idea; but if the experience that you are in does not employ that, just get outta there! Asshats seem to enjoy getting a rise out of people, and the ultimate way to stop that behavior may be to simply vanish. Once the Player is completely out of harm’s way they can deal with the turd who was harassing them.
    At the very least, create a menu system that provides instant, solitary, relief, a “holy-shit” button, so to speak.

  • The other night in AltSpace, I had an encounter that took me by surprise and is still with me. It wasn’t “negative” unlike what’s being discussed here, but it was also unintended surprisingly intimate. A female with an attractive voice walked up to me and came face-2-face as if she were teasing a kiss. I can’t say there was anything explicitly inappropriate about it, but I doubt it would have happened in person given the social circumstances otherwise. I think that what we’re finding is how not “virtual” the emotional effects of VR can be which shouldn’t be a surprise considering what we are all trying to accomplish.

    After reading this article though I realize how insanely complicated this will be though because something like the “personal bubble” here would also deny us experiences we might want to have otherwise so perhaps this concept needs to be extended to a friends-list and rules just as we now do with privacy. This would allow some flexibility rather than forcing the same experience for everyone or all people at a given time.

    • mikowilson

      It seems like an opt-in “Random weirdos can enter my bubble” option might work. What I see in my experienced doesn’t have to be what you see. That’s the beauty of a virtual reality, we all don’t need to experience it in the exact same way.
      It’s a shame though, we would be denying some people the ability to have those great connections by neutering their experience.

  • J Belamire

    Aaron, Jonathan, I can’t tell you how moved I am by your response to my article. Thank you so much for taking the issue of space violation in VR so seriously and treating my experience so respectfully. Your idea of creating a power gesture and reversing the victim dynamic is brilliant.
    Apologies if I drew an unwanted spotlight to QuiVr — I never thought so many people would read my piece! At the same time though, I did love your game, and so does my whole family. Glad that came across in the article too 🙂 Cheers to you both.

  • davidbrake

    What you haven’t mentioned though is any kind of policing. If someone is persistently nearby when others make the gesture, could they not be flagged up for assessment by the developers? More controversially, could VR game developers start some kind of joint troll database?

    • Mark Zifchock

      Unfortunately, there are a lot of challenges with that approach. One is scalability – many games are put out by small teams. Until we get other frameworks and systems to assist, it is difficult for indie developers to personally manage a social system with a lot of players. The second is account management. It is still easy for people to create accounts under assumed names. This is a problem for any online community – be it a chat forum or a multiplayer game. One could propose networks where there is no anonymity, but that brings its own issues. Another solution could be using unique system fingerprints ( including mac addresses ) to uniquely identify players. Unfortunately, these can be circumvented too. I think the QuiVR devs solution manages to solve the problem in a scalable, and essentially appropriate way – giving the end user powers to manage the problem.

  • fireaza .

    Aaaaaand queue the douchebags claiming that these anti-harassment features are infringing on their right to free speech. Throw a few references to “SJWs” and “femnazis” in there for a more authentic experience.

  • xebat

    Grow fucking balls/grow a thick skin god damn it, how i hate these fucking weak minded who cry only because of people who are being douchebags in a virtual envoirment. People who cry for the smallest reason ruin the immersion.

    • Being sexually assaulted is not a “small reason,” and is an awful experience for any person, regardless of the number of balls they have. The immersion is being broken by the idiots breaking the gameplay and harassing people, not by people responding appropriately to that harassment.

      • mikowilson

        Well no, the immersion is not broken, and that is the problem. The problem is that asshats transcend the digital divide and don’t realize that their actions actually have an effect on people.

    • MauiJerry

      there are some people (xebat?) for whom there might need to be a more active response than the relatively passive personal bubble. if someone is being offensive, they need to learn manners to live in society. Give people a kick-in-groin reaction to offense. That would kick the offender either out of game or freeze them or tumble them away (6d random spin/translation might be very effective).

      • mikowilson

        Well no, you can’t give anyone that sort of power. Congrats, you’ve destroyed the game, lol.
        Beyond shaping the personal comfort level Player-side, you would have to create some sort of block-list feature, or neuter the intimacy of the experience for everyone.

    • mikowilson

      Every multiplayer experience creates a server just for you. Just you. Alone.

  • spamjoes

    I think this entire thing is quite terrible. Games are supposed to be a place to mentally get entirely away from this world, these rules, with a character in another one. A character in a game is a **character** it is not “you”. Internalizing what happens to your character is a conscious choice, and there are likely some underlying psychological issues at play here. Mark my words: Giving any credence whatsoever to this woman’s complaint is going to lead to the death of VR. You are opening the door to real-world legislation of behavior inside virtual worlds, and characters won’t be able to interact with one another without someone wanting to call the police. The response from the developer and the community should’ve been: Sorry you chose to feel that way, but this was simply a rendered character inside a video game, it was not in any way “you”. The implementation of this bubble won’t be enough, the type of person to complain about this will not be satisfied by your efforts until they suck every last bit of fun out of the entire thing. Typically, if articles on the subject are to be believed, women who were sexually assaulted don’t like to make that information public… the choice to run straight to the presses on this one, it just leaves me with more questions than answers.

    • mikowilson

      There is just so much NOPE here.
      VR, at it’s highest version of itself is a system that allows the Player to feel like they are really in a new world. If that new world includes creeps that try to virtually molest them, then that is an issue that needs to be dealt with.
      You can’t simply wave off someone else’s negative experience simply because you haven’t experienced it, that’s not how life works.

      • spamjoes

        Dude, you can NOT cater to what everyone’s “feelings” are. At some point, you need to be able to put out a product and stand by it, and VIGOROUSLY fight for your right to allow true freedom inside your game… not wussy-bag around about it and try to make sure not to offend anyone’s sensibilities. Let me tell you this, you will NEVER be able to stop EVERYONE from being offended. I disagree with your assertion that “that’s an issue that needs to be dealt with”… everything does NOT “need to be dealt with”. People have a choice to be there or not, no one is putting a gun to their heads and saying PLAY THIS GAME. A better solution is to have a no-rules world and then a separate cuddly pooh-bear world, then people can choose to play in a style that they prefer without infringing on those who want no rules (almost always, the no-rules worlds will have the majority of players flocking to them).

        • mikowilson

          “Feelings” are exactly what this experience is all about. The “Feeling” of being in a shared space. Those “feelings” get pretty real for some people, and if they don’t “feel” like getting molested, then they shouldn’t have to deal with that.
          What you are describing is a Max Max-esque hellscape. If you want that experience, then make it yourself.
          Which “no rules” servers are you talking about exactly? 4Chan?

        • MauiJerry

          there needs to be a way for asshats to be dealt with…. those people who are being rude and offensive and NOT playing the game, but subverting it for their own sadistic enjoyment. A way to block them, kick them away, or whatever.

    • MauiJerry

      obviously you are not familiar with the goal of PRESENCE in VR… that it pushes the ‘willing suspension of disbelief’ further than ever before possible.

      • spamjoes

        The goal of PRESENCE has been there since 1. The earliest plays on stage, 2. The earliest radio shows, 3. The earliest silent films, 4. The advent of movies with color and sound, 5. The earliest video games, 6. The earliest VR technologies 30 years ago. With each step, people feel like they are finally “there”, until the next big thing comes along– which for us will likely be neural implants. At none of these junctures were you ever THERE. 1. Those characters on the stage were not “you”, although you could look into the audience and see people mouthing the words, 2. Martians did NOT land on Earth, you were not in danger, 3. Charlie Chaplin getting a pie in the face felt so visceral to those watching, but BREATHE you’re ok!, 4. Oh my, how Hollywood has tried to suck us in and scare us or endear us, but those characters are not us, 5. Roberta Williams really brought stories to life with her characters in video games, they made us laugh and cry, and we could control them… but it’s not us, and 6. VR is just VR, it’s just a rendering like all the technologies before it; guess what… it is still a character, it isn’t us. 30 years from now, current attempts at VR will seem as silly as radio shows seem to you now… but people were all in a rage in the early 1900’s over what was coming across their radios.

  • MauiJerry

    Social VR experiences (games, etc) are creating a community, a society. that society will need rules and ways to enforce them. The Personal Bubble is a good passive, non-violent approach. It would be additionally helpful to creating a polite society, if the offending person was tagged somehow. A counter that registers then number of bubbles they elicit from others, and people that top that leader board would get suspended from play – or restricted to the prison sector for some period. A more active response might be the self-defense move that would cause the offender some form of discomfort – a 6d spin/translate for 15sec might be an effective negative reward.
    This would need to be balanced against abuse – as all rules will be abused – and for the context of the environment. A close quarters combat game would NOT benefit from the personal bubble as much. In such an world, the participants are expected to get up close and grapple, stab, etc. perhaps those who enjoy the offensive attacks would gravitate those worlds and leave the polite society ones over time.

  • Davis

    Can this gesture be implemented in Battlefield 1 or any other type of FPS? I’m sick of getting killed and could use a “non-interacting” bubble around me