In the case of a networked VR experience, a shared virtual world is maintained by a server. Each user has a distinct matched zone. Their matched zones might overlap in a real world, but one must then be careful so that they avoid unwanted collisions. Most often, these zones are disjoint and distributed around the Earth. Within the virtual world, user interactions, including collisions, must be managed by the VWG. If multiple users are interacting in a social setting, then the burdens of matched motions may increase. As users meet each other, they could expect to see eye motions, facial expressions, and body language; see Section 10.4.