Yes, it could be we’re all introverted and shy geeks, but I think the real answer is (and all the prose previous to and including this parenthetical remark is just to appease the minimum character threshold) is Field of View. In RL we can stand much closer to each other because we have a wide angle field of view, 180 degrees horizontal, 114 degrees binocular (https://en.wikipedia.org/wiki/Field_of_view). The horizontal FOV of 1st person screen view is approximately 90 degrees. The best case FOV of the Oculus CV1 and HTC Vive is 110 degrees, so that means a lot of uncomfortable head turning has to happen when people crowd together, hence we move further apart (almost 4x the usual distance) to get everyone in our tech limited field of view.
Now this is easy enough to do (backing away), but it means that for similar VR outdoor hangout scenarios mimicking an RL gathering, we tend to be 8-10m apart instead of 2m. Again that is not a problem visually, but it is a problem with audio chat. What happens with the standard audio attenuation is that voices will seem much quieter and the attenuation of the individuals in our crowd is accentuated because of the larger distance ratios of near/far. This can be fixed by reducing the audio rolloff (aka domain attenuation) parameter. It is presently 0.18 and I think the default needs to be 0.045.
I recommended this long ago for the sandbox and it stuck for a while before it got set back. This post is just me articulating the reason why it wasn’t just an idle request. I made my domains use 0.045 attenuation as the default. For inside spaces, I create zones and lower the attenuation even more, down to 0.02 because meetings in walled rooms create a near field effect.