How Sonya Haskins' Unique Journey Helped to Redefine Expectations about XR

Podcasts

March 25, 2025

When Sonya Haskins stepped into a Best Buy with her son in 2017, she didn’t know her world was about to change. A self-described non-gamer, homeschool mom, and former journalist living in a conservative Southern town, Sonya had never even owned a television. But when her son—on the verge of deployment to Afghanistan—asked her to try a VR headset, she did. That moment would launch her into the immersive world of XR, and eventually, into the spotlight as one of the most prominent community leaders in virtual reality today. From discovering the joy of movement again while seated in a headset to becoming a top-ranked player in Echo Arena, Sonya’s journey is a testament to how XR can radically transform lives—and why inclusivity and safety in these spaces are more important than ever.

The Healing Power of VR

Sonya’s first VR experience wasn’t just novel—it was liberating.

At the time, she was struggling with chronic health issues and limited mobility. But seated VR gaming gave her a way to move, laugh, and compete again—all without pain. In just six months, she lost 40 pounds and reduced her dependence on medication.

"The longer I played, the less pain I felt. I wasn’t just gaming—I was healing."

While the broader tech world chases use cases in enterprise, Sonya’s story offers a compelling argument for VR’s therapeutic potential. It's not just about escapism—it’s about empowerment.

Climbing the Ranks in a Male-Dominated Arena

VR gaming wasn’t just a physical outlet for Sonya—it became a competitive passion. She quickly became one of the top players in Echo Arena, earning her place in the inaugural VR League sponsored by Oculus and Intel.

She was the only seated player, the only woman, and the oldest competitor at Oculus Connect 4.

"I played 8 to 10 hours a day—not because I had something to prove, but because I loved it. But being good at the game made people uncomfortable."

Unfortunately, her presence and performance made her a target.

Harassment in XR: A Story All Too Common

As Sonya rose in rank, so did the harassment. In shared lobbies and social spaces, she endured everything from verbal abuse to virtual assaults. What was worse? The industry’s response.

"They told me not to feed the trolls. But when you’re a woman, just existing is enough to trigger abuse."

She began recording her sessions to document the issue. On average, male players were harassed for under a minute. But when players realized she was a woman, it would continue for 30 to 60 minutes—often escalating with others joining in.

Eventually, she was doxxed multiple times, her real-world address and photos of her home posted online. Death threats followed.

"I wasn’t trying to be a public figure. I just wanted to play a game. But apparently, being a skilled woman in XR was too much for some people."

Fixing the Culture: Tools and Peer Pressure

So how do we make XR safer?

Sonya believes peer pressure is one of the most powerful tools. When community leaders and top players model positive behavior, it sets the tone.

Technology is helping too. Tools like ToxMod now offer AI-driven moderation in voice chat, helping developers identify and ban repeat offenders more efficiently.

“Devs worry about banning trolls because they might be big spenders. But the real cost is losing everyone else—especially women—because they no longer feel safe.”

Gorilla Tag and the Future of Player-Driven Games

While Sonya’s past is rooted in Echo Arena, she’s excited about the next generation of VR games—especially Gorilla Tag.

Developed by a fellow Echo Arena player, Gorilla Tag has become a phenomenon in XR, generating over $100M in revenue. Why? Because it empowers players to create their own rules.

“It’s like going to a basketball court. You can play Horse, 3v3, or just bounce the ball off a wall. That freedom—that playfulness—is why Gorilla Tag works.”

The game’s early Discord community, direct feedback loops, and minimal friction design all contributed to its viral success. It's a blueprint for how XR games can thrive with their communities, not in spite of them.

From Community Builder to Programming Head at AWE

Sonya’s journey didn’t stop at community forums. After years of volunteer work helping devs make their games more accessible, she was offered the role of Head of Programming at Augmented World Expo (AWE)—the world’s largest XR event.

“I didn’t apply. I was just doing what I love—uplifting others. That’s what got me here.”

Now, she’s launching AWE’s first Gaming Hub, a dedicated space for VR devs, community networking, and game showcases. It’s a full-circle moment for someone who went from playing in her living room to helping shape the future of immersive technology.

Why Her Story Matters

Sonya’s story isn’t just heartwarming—it’s a wake-up call.

Her journey reveals what’s possible when VR is accessible, inclusive, and safe. But it also underscores what’s at stake when toxicity is allowed to fester unchecked.

As XR expands, we must ask: Who are we building this future for? If it's truly for everyone, then Sonya’s voice—and others like hers—must be centered, not silenced.

Final Thoughts: Inclusion Is Innovation

The XR industry talks a lot about innovation. But innovation isn’t just about hand tracking or foveated rendering. It’s about people. It’s about giving someone like Sonya Haskins the chance to walk again—virtually—and then to soar as a leader.

Let’s build a future where more people like Sonya can thrive.

🔗 Learn More & Connect

  • AWE Expo: https://www.awexr.com

  • Follow Sonya Haskins: Search Hasko7 across LinkedIn, Twitter, and Facebook

The Healing Power of VR

Sonya’s first VR experience wasn’t just novel—it was liberating.

At the time, she was struggling with chronic health issues and limited mobility. But seated VR gaming gave her a way to move, laugh, and compete again—all without pain. In just six months, she lost 40 pounds and reduced her dependence on medication.

"The longer I played, the less pain I felt. I wasn’t just gaming—I was healing."

While the broader tech world chases use cases in enterprise, Sonya’s story offers a compelling argument for VR’s therapeutic potential. It's not just about escapism—it’s about empowerment.

Climbing the Ranks in a Male-Dominated Arena

VR gaming wasn’t just a physical outlet for Sonya—it became a competitive passion. She quickly became one of the top players in Echo Arena, earning her place in the inaugural VR League sponsored by Oculus and Intel.

She was the only seated player, the only woman, and the oldest competitor at Oculus Connect 4.

"I played 8 to 10 hours a day—not because I had something to prove, but because I loved it. But being good at the game made people uncomfortable."

Unfortunately, her presence and performance made her a target.

Harassment in XR: A Story All Too Common

As Sonya rose in rank, so did the harassment. In shared lobbies and social spaces, she endured everything from verbal abuse to virtual assaults. What was worse? The industry’s response.

"They told me not to feed the trolls. But when you’re a woman, just existing is enough to trigger abuse."

She began recording her sessions to document the issue. On average, male players were harassed for under a minute. But when players realized she was a woman, it would continue for 30 to 60 minutes—often escalating with others joining in.

Eventually, she was doxxed multiple times, her real-world address and photos of her home posted online. Death threats followed.

"I wasn’t trying to be a public figure. I just wanted to play a game. But apparently, being a skilled woman in XR was too much for some people."

Fixing the Culture: Tools and Peer Pressure

So how do we make XR safer?

Sonya believes peer pressure is one of the most powerful tools. When community leaders and top players model positive behavior, it sets the tone.

Technology is helping too. Tools like ToxMod now offer AI-driven moderation in voice chat, helping developers identify and ban repeat offenders more efficiently.

“Devs worry about banning trolls because they might be big spenders. But the real cost is losing everyone else—especially women—because they no longer feel safe.”

Gorilla Tag and the Future of Player-Driven Games

While Sonya’s past is rooted in Echo Arena, she’s excited about the next generation of VR games—especially Gorilla Tag.

Developed by a fellow Echo Arena player, Gorilla Tag has become a phenomenon in XR, generating over $100M in revenue. Why? Because it empowers players to create their own rules.

“It’s like going to a basketball court. You can play Horse, 3v3, or just bounce the ball off a wall. That freedom—that playfulness—is why Gorilla Tag works.”

The game’s early Discord community, direct feedback loops, and minimal friction design all contributed to its viral success. It's a blueprint for how XR games can thrive with their communities, not in spite of them.

From Community Builder to Programming Head at AWE

Sonya’s journey didn’t stop at community forums. After years of volunteer work helping devs make their games more accessible, she was offered the role of Head of Programming at Augmented World Expo (AWE)—the world’s largest XR event.

“I didn’t apply. I was just doing what I love—uplifting others. That’s what got me here.”

Now, she’s launching AWE’s first Gaming Hub, a dedicated space for VR devs, community networking, and game showcases. It’s a full-circle moment for someone who went from playing in her living room to helping shape the future of immersive technology.

Why Her Story Matters

Sonya’s story isn’t just heartwarming—it’s a wake-up call.

Her journey reveals what’s possible when VR is accessible, inclusive, and safe. But it also underscores what’s at stake when toxicity is allowed to fester unchecked.

As XR expands, we must ask: Who are we building this future for? If it's truly for everyone, then Sonya’s voice—and others like hers—must be centered, not silenced.

Final Thoughts: Inclusion Is Innovation

The XR industry talks a lot about innovation. But innovation isn’t just about hand tracking or foveated rendering. It’s about people. It’s about giving someone like Sonya Haskins the chance to walk again—virtually—and then to soar as a leader.

Let’s build a future where more people like Sonya can thrive.

🔗 Learn More & Connect

  • AWE Expo: https://www.awexr.com

  • Follow Sonya Haskins: Search Hasko7 across LinkedIn, Twitter, and Facebook

The Healing Power of VR

Sonya’s first VR experience wasn’t just novel—it was liberating.

At the time, she was struggling with chronic health issues and limited mobility. But seated VR gaming gave her a way to move, laugh, and compete again—all without pain. In just six months, she lost 40 pounds and reduced her dependence on medication.

"The longer I played, the less pain I felt. I wasn’t just gaming—I was healing."

While the broader tech world chases use cases in enterprise, Sonya’s story offers a compelling argument for VR’s therapeutic potential. It's not just about escapism—it’s about empowerment.

Climbing the Ranks in a Male-Dominated Arena

VR gaming wasn’t just a physical outlet for Sonya—it became a competitive passion. She quickly became one of the top players in Echo Arena, earning her place in the inaugural VR League sponsored by Oculus and Intel.

She was the only seated player, the only woman, and the oldest competitor at Oculus Connect 4.

"I played 8 to 10 hours a day—not because I had something to prove, but because I loved it. But being good at the game made people uncomfortable."

Unfortunately, her presence and performance made her a target.

Harassment in XR: A Story All Too Common

As Sonya rose in rank, so did the harassment. In shared lobbies and social spaces, she endured everything from verbal abuse to virtual assaults. What was worse? The industry’s response.

"They told me not to feed the trolls. But when you’re a woman, just existing is enough to trigger abuse."

She began recording her sessions to document the issue. On average, male players were harassed for under a minute. But when players realized she was a woman, it would continue for 30 to 60 minutes—often escalating with others joining in.

Eventually, she was doxxed multiple times, her real-world address and photos of her home posted online. Death threats followed.

"I wasn’t trying to be a public figure. I just wanted to play a game. But apparently, being a skilled woman in XR was too much for some people."

Fixing the Culture: Tools and Peer Pressure

So how do we make XR safer?

Sonya believes peer pressure is one of the most powerful tools. When community leaders and top players model positive behavior, it sets the tone.

Technology is helping too. Tools like ToxMod now offer AI-driven moderation in voice chat, helping developers identify and ban repeat offenders more efficiently.

“Devs worry about banning trolls because they might be big spenders. But the real cost is losing everyone else—especially women—because they no longer feel safe.”

Gorilla Tag and the Future of Player-Driven Games

While Sonya’s past is rooted in Echo Arena, she’s excited about the next generation of VR games—especially Gorilla Tag.

Developed by a fellow Echo Arena player, Gorilla Tag has become a phenomenon in XR, generating over $100M in revenue. Why? Because it empowers players to create their own rules.

“It’s like going to a basketball court. You can play Horse, 3v3, or just bounce the ball off a wall. That freedom—that playfulness—is why Gorilla Tag works.”

The game’s early Discord community, direct feedback loops, and minimal friction design all contributed to its viral success. It's a blueprint for how XR games can thrive with their communities, not in spite of them.

From Community Builder to Programming Head at AWE

Sonya’s journey didn’t stop at community forums. After years of volunteer work helping devs make their games more accessible, she was offered the role of Head of Programming at Augmented World Expo (AWE)—the world’s largest XR event.

“I didn’t apply. I was just doing what I love—uplifting others. That’s what got me here.”

Now, she’s launching AWE’s first Gaming Hub, a dedicated space for VR devs, community networking, and game showcases. It’s a full-circle moment for someone who went from playing in her living room to helping shape the future of immersive technology.

Why Her Story Matters

Sonya’s story isn’t just heartwarming—it’s a wake-up call.

Her journey reveals what’s possible when VR is accessible, inclusive, and safe. But it also underscores what’s at stake when toxicity is allowed to fester unchecked.

As XR expands, we must ask: Who are we building this future for? If it's truly for everyone, then Sonya’s voice—and others like hers—must be centered, not silenced.

Final Thoughts: Inclusion Is Innovation

The XR industry talks a lot about innovation. But innovation isn’t just about hand tracking or foveated rendering. It’s about people. It’s about giving someone like Sonya Haskins the chance to walk again—virtually—and then to soar as a leader.

Let’s build a future where more people like Sonya can thrive.

🔗 Learn More & Connect

  • AWE Expo: https://www.awexr.com

  • Follow Sonya Haskins: Search Hasko7 across LinkedIn, Twitter, and Facebook

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2025

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2025

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© Player Driven

2025

Blog

Podcasts

Communities

Subscribe

Subscribe for player.driven updates