DiVRsify: Break the Cycle and Develop VR for Everyone

Tabitha C. Peck, Kyla A. McMullen, John Quarles, Kyle Johnsen, Christian Sandor, Mark Billinghurst
2021 IEEE Computer Graphics and Applications  
Virtual reality technology is biased. It excludes approximately 95% of the world's population by being primarily designed for male, western, educated, industrial, rich, and democratic populations. This bias may be due to the lack of diversity in virtual reality researchers, research participants, developers, and end users, fueling a noninclusive research, development, and usability cycle. The objective of this article is to highlight the minimal virtual reality research involving understudied
more » ... pulations with respect to dimensions of diversity, such as gender, race, culture, ethnicity, age, disability, and neurodivergence. Specifically, we highlight numerous differences in virtual reality usability between underrepresented groups compared to commonly studied populations. These differences illustrate the lack of generalizability of prior virtual reality research. Lastly, we present a call to action with the aim that, over time, will break the cycle and enable virtual reality for everyone.
doi:10.1109/mcg.2021.3113455 fatcat:jfdieqsenbf3hmy3n6u7q2chcq