A third potential risk and benefit of using VR for social good is how it affects the social relationships and dynamics of the users and the subjects. VR can have positive impacts on the social aspects of using VR for social good, such as fostering collaboration, communication, and community. For example, VR can enable the users to interact with each other or with the subjects in meaningful and engaging ways, or to join or create networks and movements for social change. VR can also have positive impacts on the social aspects of being the subject of VR for social good, such as increasing visibility, recognition, and participation. For example, VR can give voice and agency to the subjects who are marginalized, oppressed, or ignored by the mainstream media or society. However, VR can also have negative impacts on the social aspects of using VR for social good, such as creating isolation, alienation, or polarization. For example, VR can reduce the users' contact or connection with the real world or with other people who have different views or values. VR can also have negative impacts on the social aspects of being the subject of VR for social good, such as reinforcing stereotypes, stigma, or inequality. For example, VR can portray the subjects as passive, helpless, or exotic objects of pity or curiosity, rather than as active, resilient, or diverse agents of change. Therefore, VR creators and users need to consider the potential social impacts of VR and to promote inclusivity, diversity, and respect.