We should also be aware, however, of the potential concerns with commercialized VR headsets as they become cheaper, more advanced, and more widespread. We can look at past examples to get some idea of what we might face. Second Life is a kind of online virtual reality game created in 2003 in which players create avatars of themselves and interact with other players in ways that mimic the real world, for example, via social events or economic exchanges. As one might expect, there have been players who have become addicted to the game, prioritizing time playing on Second Life at the expense of their real life in the real world.
I would not be surprised if similar applications become available on VR headsets. And again, while such games may not be bad in and of themselves, we ought to remind people that human flourishing can only truly take place in the real world, and that neglecting the real world can have negative consequences.
I came across a short film about VR that admittedly may seem a little too dystopian to count as an actual warning. I do think, however, it depicts the idea that while not everyone will become addicted to VR, those that do, and the problems they face because of it, still matter.
This is a fantastic short film. I like how you point out that not everyone's going to get addicted to VR. One thing I wonder is how it might influence people to think about reality as a thing that they should be at the driver's seat in and control rather than reality as something that should conform them and their desires.
ReplyDeletePeople are already doing this with technology but I think that will continue to be a huge leap in that direction.
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