This thesis has investigated whether digital communication in a Virtual Reality stands to the test compared to more traditional means of communication such as text messaging, phone calls, video-meetings and face-to-face communication. The chosen measure and theory was Social Presence which refers to the degree to which one perceives the presence of participants in digital communication. In order to investigate this, a Virtual Reality Escape Room game was developed with multiplayer functionality and speech output capabilities. Four tests where then carried out with groups of 3-4 people, who’s aim was to jointly solve a set of puzzles. After a gameplay duration of 25 minutes, the participants were then individually handed questionnaires to examine their experience via quantitative methods. This thesis also dives deep into the virtual experience via the networked minds measure and touches a great deal upon game development for the pursuit of scientific means. Due to complications, such as resources and game design deficiencies, the results were non-conclusive, besides the participants themselves. The contribution of this thesis lies not in the results themselves but in the methods and the lessons learned that could be of value for further examination in this research area, which argued, calls for legitimate interest.