Democratic Moderation: Exploring the Use and Perception of Votekicking in Social Virtual Reality

Social & Collaborative VRSocial Platform Design & User BehaviorEsports Players & Live StreamersHCI Researchers

Research Background and Issues

  • What problems or challenges did the authors identify?
    Traditional online content management primarily relies on selected or volunteer community moderators, with insufficient research on "democratized" content management tools such as the "Votekick" system. Although the Votekick system is widely used in online gaming and social virtual reality (Social VR) platforms, its usage and perception have not been thoroughly studied. Votekick still faces various issues of misuse and inefficiency, such as reinforcing community biases or inefficiency due to user negligence.

  • Why is this issue important?
    In immersive Social VR, harassment and toxic behaviors can amplify psychological and emotional harm. Understanding and improving Votekick to enhance user safety and community experience is crucial for fostering safer virtual interaction environments.

  • Research Motivation and Related Work
    Existing studies on community-assisted management mechanisms (e.g., volunteer moderator practices on Discord, Reddit, or Twitch) are relatively abundant, but few focus on democratized tools like Votekick that allow all users to directly participate in management. Additionally, Social VR, characterized by its immersion and real-time interaction, has a particularly high demand for harassment management. Exploring safety tools such as the Votekick feature addresses a significant gap in the current literature.

Solutions

  • What methods or solutions did the authors propose?
    The authors primarily employed a reflexive thematic analysis method to extract and analyze user discussions from the Reddit community r/VRChat database, aiming to deeply understand the actual usage and user perception of Votekicking. Based on identified issues, the authors proposed a series of design improvement suggestions, such as adjusting voting thresholds, introducing a third option (e.g., "I don't know"), and promoting more active community participation.

  • What are the innovations of this solution?

    1. Proposed improvement guidelines based on community feedback, such as adjusting voting weights, limiting voting rights by proximity, and enhancing decision-making guidance.
    2. Highlighted the educational potential of Votekick, i.e., conveying behavioral norms to the community through voting outcomes.
    3. Systematically revealed the pros and cons of Votekick as a democratized management tool and proposed highly actionable improvement measures (e.g., introducing lightweight deliberation processes and using historical context algorithms).
  • What are the implementation steps and key technologies used?

    1. Data Collection: Extracted discussions related to "vote" and "kick" using the Reddit API and filtered valid data.
    2. Data Analysis: Used reflexive thematic analysis to identify usage patterns and user perceptions of Votekick (including scenarios for management behaviors and misuse).
    3. Thematic Induction: Summarized user discussions to identify the actual uses of Votekick and perceived advantages and limitations.
    4. Design Improvement Suggestions: Proposed adjustments to voting processes, enhanced user education, and introduced anti-abuse technologies (e.g., bias detection based on machine learning).

Research Outcomes

  • What specific outcomes were achieved?

    1. Clarified the various uses of Votekicking, including (1) addressing harassment, hate speech, malicious behavior, and other violations of behavioral norms, (2) enforcing specific sub-community rules, and (3) misuse for harassing or discriminating against specific user groups.
    2. Highlighted its immediacy and ability to convey norms through collective community actions but also revealed limitations such as reactive nature, low voting efficiency, and decision-making complexity.
    3. Proposed multiple improvement measures, such as refining voting permissions, introducing lightweight deliberation mechanisms, and utilizing algorithms to detect misuse.
  • What advantages does it have compared to existing solutions?

    1. Introduced multi-dimensional design improvements, balancing the limitations of Votekicking across community autonomy, fairness, and efficiency.
    2. Compared to other content management tools (e.g., the Karma system), emphasized Votekicking's ability to provide direct and public feedback in real-time environments.
    3. Proposed further research directions for community management in Social VR and real-time online environments.
  • What were the experimental or evaluation results?
    Through Reddit data analysis, the study specifically identified how users employ Votekicking to address diverse scenarios such as harassment, misuse, and group biases. It found that Votekicking could serve as both a collective norm-education tool and a mechanism prone to inefficiency and misuse.

  • Limitations and Future Directions

    1. Limitations: This study is based solely on a single data source from Reddit, which may not fully represent the diverse experiences of the entire VRChat user base. The specific dynamics of VRChat communities may also limit the generalizability of the findings.
    2. Future Directions: Suggested exploring more data sources (triangulation), such as direct interviews or user behavior observations. Additionally, the authors aim to investigate hybrid management models incorporating AI tools to improve Votekicking's traceability and educational functions.

In summary, this study addresses a significant knowledge gap and provides a concrete foundation for optimizing future community management tools while responding to the urgent and unique governance challenges in Social VR platforms.

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https://hci.top/en/papers/chi/189163/2025

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DOI: https://dl.acm.org/doi/10.1145/3706598.3713577
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CHI
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2025
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3 authors
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Social & Collaborative VR, Social Platform Design & User Behavior
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Esports Players & Live Streamers, HCI Researchers
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