Social VR

‘rec-room’-is-putting-on-its-first-ever-‘rec-rocks’-music-festival-this-weekend

‘Rec Room’ is Putting on Its First-ever ‘Rec Rocks’ Music Festival This Weekend

Tokyo Machine & Ethan Bortnick to headline

Rec Room, the popular social VR platform, is putting on its first in-game music festival this weekend, suitably dubbed ‘Rec Rocks’.

The immersive concert experience is set to take place this weekend, March 11th & 12th, and feature headliners Tokyo Machine (EDM) and pianist/singer/songwriter Ethan Bortnick.

Check out the full list of artists below:

  • Tokyo Machine – EDM
  • Ethan Bortnick – Alt-Pop
  • Haven – Pop
  • Charlie Curtis Beard -Rap
  • Suzy Shinn – Rock
  • The Royal Foundry – Alt
  • Akintoye – Rap
  • Clinton Kane – Pop

Rec Room says its free two-day music festival will let you explore virtual stages set in the environment of an open canyon, with Tokyo Machine kicking things off on the mainstage on March 11th with his electrifying beat, which will also include some new tracks too.

Image courtesy Rec Room

“The first time I played Rec Room 6 years ago I was blown away by how immersive the games like laser tag and ping-pong could be”, said Tokyo Machine. “I’m super pumped to be a part of Rec Rocks and will be premiering a whole set of unreleased songs with a performance that will be unlike what my fans have seen before!”

Ethan Bortnick will take the main stage on March 12th where he will perform fan-favorite tracks. Bortnick previously hosted an in-game prom for the Rec Room community last spring after he missed out on his in-real-life prom due to COVID-19.

Rec Room will be the first stop on my 2023 tour,” said Bortnick. “As the technology in Rec Room continues to advance, that allows for even more elaborate lighting, staging and the entire set is crazier and showcases everything I can’t do in a real live setting”, Bortnick said.

The Royal Foundry | Image courtesy Rec Room

The free music festival is set to include exclusive artist merch, and Community Creator Booths where festival-goers can buy in-game inventions and merch from the creator community.

Check out the full schedule of the music festival here to see when performances are set to kick off. To attend Rec Rocks, make sure to download and setup your Rec Room account across your chosen device, which includes iOS, Android, Steam (flstacreen), SteamVR headsets, Meta Quest, Meta PC VR, PlayStation 4/5, PSVR, and Xbox.

‘Rec Room’ is Putting on Its First-ever ‘Rec Rocks’ Music Festival This Weekend Read More »

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Report: Meta to Open ‘Horizon Worlds’ to Younger Teens Amid Renewed Retention Push

Meta’s social VR app for Quest, Horizon Worlds, is lagging behind the competition when it comes to attracting and retaining VR users. According to a leaked memo obtained by The Wall Street Journal, the company is now ostensibly looking to boost numbers by more transparently appealing to younger teens in addition to funding a slew of new second-party content.

WSJ only posted snippets of the memo, entitled ‘Horizon 2023 Goals and Strategy’, which was allegedly written by Meta Vice President of Horizon Gabriel Aul. The memo is said to outline the team’s objectives for the first half of 2023.

Here’s some highlights we formatted into a bulleted list, which also includes additional info supplied by a source cited by WSJ:

  • Competitors are outperforming HW. Improving user retention is most important, especially among teens and young adults
  • HW to open to teens aged 13 to 17, which could come as early as March
  • Meta is working with outside studios to build new worlds and experiences for HW
  • The team is aiming to launch at least 20 new Horizon-hosted experiences built by second-party studios. Of the 20, it’s hoping for five medium hits and at least one a major hit
  • The flatscreen version of Horizon for mobile and desktops is set to come sometime in H1 2023

Additionally, WSJ reports the memo outlined some key performance metrics, claiming Horizon Worlds’ weekly retention rate was 11% in January, which the company aims to increase to 20%. The goal for monthly active users for the first half of 2023 is said to be 500,000, with hopes of reaching one million for the full year. Currently the platform is at 200,000, or just below the December peak, the reported memo outlines.

The previously reported flatscreen version, which is said to launch by the end of the first half of 2023, is hoping to achieve 150,000 monthly cross-screen Horizon users.

Meta’s Quest 2 headset is technically only available to users aged 13 and up. Horizon Worlds on the other hand has been limited to users 18+ since it was launched in 2021, and only to those in US, Canada, UK, France, Iceland, Ireland and Spain.

While none of this seems to have hindered children below 13 from playing all the Quest 2 has to offer, Horizon Worlds included. More transparently appealing to young teens though will likely come with a host of safety requirements that the company needs to fulfil for liability reasons.

Meta issued a response to WSJ, supporting in part its move to focus on teens:

“Teens are already spending time in a variety of VR experiences on Quest,” Meta spokesman Joe Osborne told WSJ, “and we want to ensure that we can provide them with a great experience in Horizon Worlds as well, with age-appropriate tools and protections in place.”

This comes hot on the heels of Meta reducing its workforce by 13% late last year, one of the biggest tech layoffs in recent memory, which saw 11,000 jobs cut from payroll.

Meanwhile, the company’s Reality Labs XR division has dramatically increased its operating budget in an ostensible bid to maintain market dominance over similar metaverse pushes from the likes of Apple, Google, etc. At the same time, Meta has slashed some XR projects, including first-party title Echo VR.

Provided the report is true, it appears Meta is making another important step towards competing more directly with cross-platform social gaming titans like Roblox and Rec Room. 

Report: Meta to Open ‘Horizon Worlds’ to Younger Teens Amid Renewed Retention Push Read More »

meta’s-social-vr-app-is-coming-to-web-&-mobile-soon,-alpha-begins-for-members-only-rooms

Meta’s Social VR App is Coming to Web & Mobile Soon, Alpha Begins for Members-only Rooms

Horizon Worlds, Meta’s social VR platform for Quest users, is expanding with alpha tests of new members-only spaces, allowing creators to manage up to 150 card-carrying members in their private worlds. Meta says it’s also gearing up to release Horizon Worlds on non-Quest devices for the first time.

Meta is now rolling out alpha access to its new members-only worlds, which aims to let creators build and cultivate a space in Horizon Worlds. Each members-only world can have up to 150 members, although only 25 concurrent visitors can gather at any given time.

“Every community develops its own norms, etiquette, and social rules over time as it fosters a unique culture,” the company says in a blogpost. “To enable that, we’ll provide the tools that allow the creators of members-only worlds to set the rules for their communities and maintain those rules for their closed spaces.”

Meta says moderation responsibilities can be shared among trusted members, so creators can better control who gets in and who’s kicked out, however the company says its Code of Conduct for Virtual Experiences is still in effect in privately owned spaces.

What’s more, the Quest-only social platform is also going to be available on the Web and mobile devices “soon”, the company says, adding that rules will be made and enforced “similarly to how mobile operating systems manage experiences on their platforms.”

As it is today, Horizon Worlds plays host to a growing number of user-generated content in addition to first-party worlds. The release of Horizon Worlds outside of Quest would represent a massive potential influx of users and user-generated content, putting it in direct competition with cross-platform social gaming titans such as Roblox and Rec Room.

As a similar free-to-play app, Horizon Worlds offers an Avatar Store featuring premium digital outfits—very likely only a first step in the company’s monetization strategy. For now, the company says it allows creators to earn revenue from purchases people make in their worlds, which includes hardware platform fees and a Horizon Worlds fee, which Meta says is 25 percent.

In late October, Meta showed off a tempting preview of its next-gen avatars, although it’s clear there’s still a ton of work to be done to satisfy its existing userbase. Floating torsos are still very much a thing in Horizon Worlds, and that’s despite Meta CEO Mark Zuckerberg’s insistence that full body tracking was in the works. It was too good to be true.

For now, Horizon Worlds is only available on Quest 2 headsets in the US, Canada, UK, France, Iceland, Ireland and Spain—something we hope they change well before it ushers in flatscreen users.

Meta’s Social VR App is Coming to Web & Mobile Soon, Alpha Begins for Members-only Rooms Read More »

microsoft-axes-social-vr-platform-&-xr-interface-framework-amid-wide-reaching-layoffs

Microsoft Axes Social VR Platform & XR Interface Framework Amid Wide-reaching Layoffs

Microsoft is laying off 10,000 employees, and with it the company is axing social VR platform AltspaceVR and its XR interface framework, Mixed Reality Toolkit.

We’ve written about the death of AltspaceVR once before. In the summer of 2017, the company announced it was shuttering the social VR platform due to lack of funds. In a Hail Mary that few expected, Microsoft turned around and snapped up the ailing platform only two months after the planned shut-down date. It seemed, at least for then, that AltspaceVR would live on to compete in the rapidly diversifying social VR landscape, existing alongside VR Chat, Rec Room, and Horizon Worlds.

Microsoft says it’s shutting down AltspaceVR on March 10th, 2023, and shifting its focus “to support immersive experiences powered by Microsoft Mesh,” the company says in a statement.

Mesh is the company’s software foundation for building multi-user XR applications. Announced in 2021, the tool gives developers a framework for connecting users into shared instances which support spatial voice communication, cloud-based asset management, persistent scenes, and a common avatar system.

“The decision has not been an easy one as this is a platform many have come to love, providing a place for people to explore their identities, express themselves, and find community,” the AltspaceVR team writes. “It has been a privilege to help unlock passions among users, from educational opportunities for personal growth to the development of unique and wonderful events, groundbreaking art, and immersive experiences — enabling this community to achieve more. With Mesh, we aspire to build a platform that offers the widest opportunity to all involved, including creators, partners and customers.”

Also seeing an abrupt shutdown is the company’s Mixed Reality Toolkit (MRTK). Team member Finn Sinclair shared the news via Twitter on Friday, saying the entire team was eliminated from the company. MRTK was a Microsoft-driven project that provided a set of components and features, used to accelerate cross-platform XR app development in the Unity game engine. Sinclair says the project is remaining open source.

Microsoft’s most recent round of layoffs are said to affect around 5% of its overall workforce. In a letter to employees, Microsoft CEO Satya Nadella notes “changes to our hardware portfolio”; reports from Bloomberg maintain the company’s Xbox games teams are also affected, including Bethesda Game Studios (‘The Elder Scrolls’ series) and 343 Industries (Halo).

Microsoft Axes Social VR Platform & XR Interface Framework Amid Wide-reaching Layoffs Read More »

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‘Rec Room’ Teams Up with NFL for New Virtual Merch Featuring All 32 Teams

Rec Room announced it’s partnering with the National Football League (NFL) to bring a host of officially licensed virtual merch to the social VR platform.

Kicking off today, Rec Room will feature a new NFL pop-up shop where users can buy NFL-licensed virtual hoodies and hats, which includes all 32 NFL teams.

Although we were hoping for an official NFL football mini-game too, the studio says its’ also launching a photobooth in the platform’s ‘Rec Center’ hub which will also let fans show off their NFL-licensed gear by snapping a few photos for social.

The platform has played host to similar events in the past, with an NBA event last year bringing team jerseys and branded basketballs to the platform. More recently, Rec Room signed a deal with Mattel to release avatar items based on the world of Masters of the Universe.

Rec Room now boasts over 82 million lifetime users, which is in part thanks to the fact that it’s free to download across basically all major platforms, including mobile, PC, console, standalone VR and PC VR.

This, combined with a $3.5 billion valuation thanks to over $294 million in outside funding to date, has undoubtedly allowed the company to expand its selection of first-party mini-games, which include activities such as paintball, offroad racing, co-op dungeons, and more.

Moreover, the studio has since monetized its free-to-play app with the addition of premium paid memberships, which unlocks the ability for users to not only earn in-game currency by creating and selling items, but also convert it into actual cash. The platform’s premium users create things like rooms, gadgets, avatar items, and mini-games—all of it designed to pull in users and get them spending in app’s in-game currency.

‘Rec Room’ Teams Up with NFL for New Virtual Merch Featuring All 32 Teams Read More »

‘roblox’-rumored-to-launch-on-meta-quest-in-late-2023

‘Roblox’ Rumored to Launch on Meta Quest in Late 2023

Roblox already supports PC VR headsets in addition to every conceivable traditional platform out there, although a recent report maintains the metaverse powerhouse may land on Quest later this year.

The report arrives from The Verge’s newly released paid newsletter, Command Line, which was created by The Verge’s deputy editor Alex Heath.

In it, Heath reports Roblox may be arriving on Quest in the second half of 2023, however that “plans are subject to change.” Thus far, neither Meta nor Roblox has responded for comment.

This isn’t completely out of left field either. In the company’s Q1 2021 earnings call, Roblox CEO and co-founder Dave Baszucki said its free-to-play game made “perfect sense” for the Quest platform.

Still, creating a native Roblox app for Quest may not be as trivial as it sounds, and that’s despite the fact that the social gaming platform can run on even the humblest of Android devices. Like VRChat or Rec Room, the platform is awash with tons of user-generated content, and making sure that content can run on Quest 2 will require some performance hoops if the app wants to maintain its much famed cross-play functionality.

One thing is fairly certain though, if Roblox is coming to Quest, it probably won’t support Quest 1, as Meta is currently in the process of phasing out the headset for both first-party social functions and security patches.

‘Roblox’ Rumored to Launch on Meta Quest in Late 2023 Read More »

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UC Berkeley Releases Report on Safety in Social VR

We’d all like to be safe in social VR experiences. Barring the human race one day waking up and unanimously deciding to be decent to one another, how might this future come about? One potential solution is robust, clear, accessible community guidelines from platforms. But, what might those look like?

VR researcher Rafi Lazerson recently published a paper with the University of California Berkeley’s Center for Long-Term Cyber Security, titled  “A Secure and Equitable Metaverse: Designing Effective Community Guidelines for Social VR.” The paper breaks down what harms can look like in social VR environments as well as what shape community guidelines for those environments should look like to prevent and address those harms.

Learning From the Past?

The paper’s introduction presents a provocative question:

“Will social VR platforms proactively develop clear community guidelines at this early stage of user adoption, or will their process follow the slow, opaque, and reactive trajectories that were typical of 2D social media platforms?”

Secure Equitable Metaverse - Report - safety in social VR

The paper draws on industry and academic research, academic literature, media reports, and the existing community guidelines of both 2D and VR social platforms. It takes a particularly close look at Meta’s guidelines for both its 2D and its social VR experiences. This is a handy example but it also comes with a message to Meta:

“Well-funded corporations have a disproportionate impact on the formation of the metaverse and on norms within social VR, and therefore have a responsibility to lead the industry in developing responsible policies and practices.”

Harms in Social VR

“Embodiment removes the sense of separation and distinction between the user and the avatar, contributing to interactions between the users that feel real and present,” wrote Lazerson. “To the user, any VR world, even the fantastical, can feel real and present due to avatar embodiment, world-immersion, and synchronous conduct-based interactions.”

This won’t present an entirely new idea to most readers, but it is central to this work in particular and to this whole body of work. It means that misconduct can be more difficult to identify because it might not be recorded in the way that most social media interactions are. It also means that the interactions are worth taking seriously even though they happen in a “game.”

“Experiences of harassment in VR have been described as comparable to in-person harassment,” wrote Lazerson. “As haptic gloves, suits, and other VR immersion hardware become a common part of VR use, experiences of harassment may feel increasingly indistinguishable from in-person harassment.”

What’s more than that, many of the forms of harassment that we know and hate from traditional social media – based on race, religion, gender, and other factors – are already being reported in VR even to such a degree that some users report hiding aspects of their identities in order to avoid it. The problem compounds as immersive tech is increasingly used for work and wellness.

“The inability of some users to present as themselves in or even enter into social VR without fear could have severe health and economic ramifications,” wrote Lazerson.

So, how do we preserve these environments as safe spaces for everyone?

Effective Community Guidelines

According to Lazerson, effective community safety practices consist of three main components:

  • Policy
    • External communication of expectations to users;
    • Internal communication of policies to moderators;
  • Product
    • User tools;
    • Moderator tools;
    • Educational tools;
    • Invisible safety tools (age-gating of select experiences, etc.).
  • Operations
    • The means by which policy is enforced through product.

It can be difficult for anyone other than a platform maintainer or moderator to see all of these pieces working together or to gauge how effective they are. However, one item on that list, outward-facing policy, is easy to see. So, how do Meta’s community guidelines work as a model for social VR experiences generally?

Are Meta’s Social VR Guidelines Sufficient?

A theme throughout this paper – and the realm of metaverse safety generally – is that immersive platforms can learn from conventional social media while recognizing that immersive content is different and accommodating those differences. According to Lazerson, one of Meta’s biggest problems may be that its immersive policies don’t come with Facebook’s existing safeguards.

“There is no single list of public-facing community guidelines for users to follow in Meta’s social VR. There are at least two, perhaps three: the Horizon Policy, the Conduct in VR Policy, and possibly the Facebook Community Standards,” Lazerson wrote. “There is a significant amount of ambiguity regarding where each of the aforementioned Meta community guidelines applies in VR.”

Lazerson isn’t only here to criticize. He closes the paper with recommendations to all immersive platforms. These include accessible, transparent, specific, and comprehensive guidelines using existing social media guidelines as a “baseline.” He also recommends platforms work with each other on policy “to ensure that no forms of harm are overlooked.”

For full recommendations, find the full report available for free here.

Be Good

It’s unfortunate that we need things like community guidelines – long documents detailing ways that people aren’t allowed to be mean to each other. Ideally, immersive worlds would play out like the world that we live in – in which most people are just impulsively decent to one another.

But, for whatever reason, social VR can be an uncomfortable space. It also has great beauty and can be a place where we share knowledge, experience, and just have fun. It’s up to each of us to help bring out the best in this medium. So read the guidelines, follow them, encourage others to follow them, and encourage your favorite platform to use them well.

UC Berkeley Releases Report on Safety in Social VR Read More »

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‘Rec Room’ to Bring He-Man Avatars in ‘Masters of the Universe’ Event

Social VR platform Rec Room is getting another big brand collaboration with the limited-time release of avatar items based on the world of Masters of the Universe, which will let you transform into He-Man, Teela, or the dastardly Skeletor.

From December 15th to March 31st, Rec Room users will be able to don the armor inspired by the legendary heroes and boney villain from the Masters of the Universe franchise. To get a copy of the avatar items, just visit the stylized pop-up of Castle Grayskull which will be in the platform’s Rec Center hub.

Ok, so He-Man is clearly missing the massive, rippling muscles you’ll see in all of the franchise’s cartoons, which include the original ’80s show, 2002 reboot, and 2021 re-reboots, but the trailer is certainly on point with everything else:

The collaboration represents another big step for Rec Room, as content is based on the official Masters of the Universe IP owned by Mattel. In the past, Rec Room has run similar events too, such as its collaboration with the NBA to bring team jerseys and branded basketballs to the platform and an event featuring popular YouTuber Mr. Beast.

As a platform that tends to skew to the younger crowd thanks to it not only being free, but available cross-platform across essentially all flatscreen devices and VR headsets, the He-Man licensing agreement may prove as a valuable test case for similar brand engagement vehicles in the future. After all, Mattel owns a mountain of kid-friendly IP that may just as well fit in the growing platform, including Barbie, Hot Wheels, Polly Pocket, Thomas & Friends, Monster High, Bob The Builder, and Pingu to name a few.

And all of that’s possible thanks to Rec Room’s $294 million lifetime financing and reported $3.5 billion valuation. Since the studio last reported Q1 2022 data, Rec Room has attracted over 75 million lifetime users across all platforms, with a reported 29 million active players worldwide.

‘Rec Room’ to Bring He-Man Avatars in ‘Masters of the Universe’ Event Read More »