  A lot of work in social virtual reality, including our own group's, has
focused on effectiveness of specific social behaviours such as eye-gaze, turn
taking, gestures and other verbal and non-verbal cues. We have built upon these
to look at emergent phenomena such as co-presence, leadership and trust. These
give us good information about the usability issues of specific social VR
systems, but they don't give us much information about the requirements for
such systems going forward. In this short paper we discuss how we are
broadening the scope of our work on social systems, to move out of the
laboratory to more ecologically valid situations and to study groups using
social VR for longer periods of time.
