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Is it Part of Me? Exploring Experiences of Inclusive Avatar Use For Visible and Invisible Disabilities in Social VR

Katrin Angerbauer, Phoenix Van Wagoner, Tim Halach, Jonas Vogelsang, Natalie Hube, Andria Smith, Ksenia Keplinger, Michael Sedlmair · 2024 · ASSETS '24: Proceedings of the 26th International ACM SIGACCESS Conference on Computers and Accessibility · doi:10.1145/3663548.3675601

Summary

This paper investigates the lived experiences of people with disabilities (PWD) using inclusive avatars — avatars featuring disability signifiers — in the social VR platform VRChat. While prior research has documented accessibility barriers and harassment facing disabled users in VR, it has primarily focused on visible disabilities and negative experiences. This study addresses two gaps: the experiences of people with invisible disabilities, and whether positive social interactions also occur. The researchers designed a set of inclusive avatars representing both visible disabilities (wheelchair use, amputation, blindness cane, hearing aids) and invisible disabilities (chronic pain visualised through colour auras, ADHD represented by orbiting objects, anxiety shown through a chest visual, depression depicted as a rain cloud). Twenty-six participants with real-world disabilities used these avatars in VRChat for one week. The study employed experience sampling methodology (ESM), where participants reported on their social interactions and psychological states multiple times throughout the week via questionnaires triggered after VR sessions. This was complemented by semi-structured interviews with 18 participants and multilevel regression analysis to examine relationships between social interactions and psychological outcomes. The mixed-methods design captured both the statistical patterns and the nuanced, personal experiences of navigating social VR as a disabled person.

Key findings

The multilevel regression analysis revealed that positive social interactions significantly predicted higher emotional valence, greater engagement, more avatar satisfaction, and stronger feelings of inclusion — while negative interactions predicted the opposite. Crucially, both visible and invisible disability groups experienced positive and negative interactions, challenging the assumption that only visible disability signifiers attract negative attention. Participants with invisible disabilities reported that avatars gave them a way to disclose their condition on their own terms, with many describing it as liberating to have their disability acknowledged without needing to verbally explain it. However, some participants experienced ableist harassment including mocking, avatar invasion, and being told to "just get over it." The qualitative interviews revealed complex identity negotiations: some participants felt deep connection with their avatars ("it is part of me"), while others experienced distress when their avatar was attacked, feeling it as a personal assault on their identity. Participants wanted more customisation options — the ability to toggle disability signifiers on and off was particularly valued, giving users control over when and how they disclosed. The invisible disability visualisations (auras, orbiting objects) were generally well-received as conversation starters, though some participants felt they oversimplified their conditions.

Relevance

This research has significant implications for social VR platform design and digital accessibility more broadly. The finding that avatar-based disability disclosure can be empowering — particularly for people with invisible disabilities who face constant decisions about whether to disclose — suggests that inclusive avatar options should be standard in social VR platforms, not afterthoughts. The importance of user control over disability signifiers (toggle on/off, customisation) reflects the broader accessibility principle that users should control how and when they present their disability identity. The documented harassment experiences underscore the need for robust moderation tools and safe spaces in social VR. For accessibility practitioners, this study demonstrates that digital representation matters — how disabled people can present themselves in virtual spaces directly affects their sense of belonging and psychological wellbeing. The methodology combining ESM with qualitative interviews is also a model for studying real-world technology use by disabled populations over time rather than in single lab sessions.

Tags: virtual reality · avatars · invisible disability · visible disability · social VR · identity · self-representation · harassment · inclusion