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To meet this potential, as human-computer interfaces, the social VR systems should be usable. Because the design space of immersive content is very large, the current social VR systems are diverse both in the way the tasks that they support and in their overall visual and interaction style. There is a very significant body of work around specific aspects of the design of social VR systems, such as the role of avatar representation (Biocca et al., 2003; Schroeder, 2010; Latoschik et al., 2017; Kolesnichenko et al., 2019), but such work tends to be done in relatively controlled social situations. Surveys of technical functionality and user affordances go some way to helping identify usability issues or lack of functionality in specific systems by contrasting the design choices (e.g., (Tanenbaum et al., 2020)).