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by samizdatum 3545 days ago
Virtual reality is perhaps an unfortunate moniker, because it encourages a dichotomisation of reality into the "virtual" and "real", and conceiving of these as opposing, or at least orthogonal forces. Thought of in this way, virtual reality seems to promise a compelling-but-ultimately-empty facsimile of reality, the ultimate fulfilment of the escapist dream.

Disruptive technologies are often initially viewed from an oppositional mindset, which makes sense, because any disruptive technology will steal time away from the Old Activities that existed before the technology. People who aren't early adopters will naturally focus on the decrease in the time spent on Old Activities.

We saw this oppositional reaction when the internet gained popularity:

* People are spending so much time in cyberspace that they won't know how to effectively navigate the real world

* People are having fantasy cyber-lives instead of spending time in the Real World

* He's seeing someone he met online, he must not know how to interact with Real People

* And so on.

But social networks descended on society in an incredibly short period of time, and worked their way into the furthest corners of our lives. The oppositional mindset gave way to an integrative one, where the notion of a "CyberLife", as distinct from a "life", is simply misplaced- the internet is now simply a part of life, sans prefix and with a lowercase "l", no longer boxed up in the conceptual category of "the Cyber".

There was another motifical recurrence when smartphones entered the fray. The oppositional critiques were voluminous and eloquent:

* We're spending so much time texting we're forgetting how to speak to each other

* Every crack in every interaction is plastered over with the ritualized and mutually fraudulent "notification check", signposting the way to the unravelling of the social fabric..., etc.

* You can find the Real World up there, when you hold your head high, with dignity, and not down there, with your head bowed, staring transfixed at a shining rectangle, face ghost-like, bathed in the soft pearlescent glow of vapidity.

But at some point, the integrative mindset arrived. It's hard to maintain the oppositional mindset when you get off your Uber, arrive at a restaurant that you found on Yelp, and are chatting to your friend on WhatsApp, only to have them sit down in front of you. The handoff between "smartphone life" and "real life" is seamless. Smartphones are woven so deeply into our lives that if you ask someone how their "smartphone life" compares to their "real life", they'll just give you a strange look. Smartphones are just a part of life.

I think VR/AR could go in this direction, as just another arrow in our technological quiver. If we start looking at things like social VR, which has the potential to reshape the way we interact remotely, or how architects are today routinely using VR to demo to clients, it's not impossible to believe that the integrative mindset could eventually overcome the oppositional mindset in terms of how we think about VR.

2 comments

Excellent--except all your examples of the "oppositional critiques" have happened, and aren't abating. So the concern is well founded. Every day I see people texting, reading, watching videos, and gaming on their smartphones AS THEY ARE DRIVING--navigating traffic, changing lanes, turning, etc. They are so hooked on their devices they're unable (or unwilling) to unplug even while driving a multi-ton death machine amongst other multi-ton death machines.

The truth is that humans have a tendency to be lazy. It's not a simple case of equal substitution; we will happily choose inferior substitutions which require less effort (or expense or time or complexity).

Will people choose to "travel" via VR? Yes. Will this reduce real-life traveling? Absolutely. The sense of having been somewhere will reduce our need to actually GO there.

I this the rise of VR will see many become thoroughly entranced (addicted?) and less productive and even alive than they were previously. We will see society split into two groups: one large, one small. The small group will be comprised of the productive, who limit their entertainment consumption in any medium (but especially VR). This group will be exponentially more affluent than the much larger group. The larger group will be comprised of the numerous people who already consume what is already available through any medium: Netflix, Xbox, cable, internet, tablets, phones, etc. These are the people who (best case scenario) have a full-time job, but they spend every other possible waking hour watching or playing something. More and more of this group are working less and consuming/playing more. And we're not talking about real life here. Just think about World of Warcraft--but on steroids. It's going to be insane how addictive VR will be once the bugs have been ironed out.

In short: I too worry that this is something the human race is not prepared for. I worry that our proclivities dispose us to losing ourselves in it at the expense of our real life and responsibilities.

The truth of the matter is that, anecdotally, I look back over my 38 years and I can see the impact on my life of the digital revolution. I want to do more with my life, but oftentimes the allure of the easy "hit" via Netflix or the internet is more of a draw than spending my free time learning languages, exercising, meditating, working on some of my app ideas, writing, or reading. Instead I choose the cognitively easy "hit" at the expense of my personal development and health.

Think about smartphones and tablets. They can and sometimes are used for meaningful and productive purposes. They can be very useful tools. But for most people they're a distraction and a time suck. Which is to say most people spend most of their time on their devices not doing anything meaningful: playing the latest hot game, Facebooking, Facetiming, Snapchatting, reading the news (as vapid as it is). I predict VR will be more of the same.

Either way, we will see...

I think I was addressing attitudes towards new technologies, rather than their actual impacts, which you quite rightly focus on.

I'm less convinced that the impacts of these new technologies are as pernicious as you claim, though I'm very open to the idea that hyperrewarding stimuli can "hack" reward pathways carefully tuned for a very different environment, be it McDonalds, PornHub, cocaine, or even Netflix.

But ultimately this is an empirical question, and while I see strong evidence that the food industry exploits our evolved impulses with carefully crafted payloads of calorie-dense foods, I don't see correspondingly strong evidence for a drop in productivity with the rise of ubiquitous, frictionless distraction- if anything we see a negative correlation.

Also worryingly absent from this analysis is the smorgasbord of opportunities for self-improvement that technology has created. Through technology, millions of people have picked up hobbies, languages, instruments, careers, partners, and yes, World of Warcraft, but I don't think we could tabulate these effects into a "net-technology-induced-eudaimonia" metric and say with a straight face that the result turned out to be negative after all.

Further red flags go up with your assertion that the population will bifurcate into the productive and unproductive, which seems to posit some mechanism that AFAIK we don't have good evidence for, like a susceptibility to distraction that's bimodally distributed among the population, or the lack of/ existence of various feedback effects that would amplify small variations, etc.

Anyway, my main point is not that these general concerns are unfounded, but that they're not well-supported by empirical evidence, so we're probably in broad agreement on that front.

They've actually posted this comment before: https://news.ycombinator.com/item?id=10974036
Yes, I agree, framed this way we are more or less living in VR since the days of TV, telephone and radio. But I wonder , there seems to be a difference, people can become unconsciously and unnaturally emotionally attached and dependent on this. Can they still manage themselves when the internet and VR falls away? I mean, viaiting eachother and going out walking in nature is infinitaly better (when you are in > 1h physical proximity). Will this technology on average provide more meaningful authentic communication and activities or less? You could argue that the medium is not relevant, but the medium pushes and shapes our bodies, minds and imagination to conform to a certain way of relating which might not necessarily be 'better'. Yes playing Tabletop Simulator boardgames with people across countries is very cool and conversing and working together with dedicated people on the same project this way is as well, but it takes dedication, setting boundaries, clear rules and focus. The same goes for navigating the internet - before you know it you have aimlessly browsed hundreds of sites, send dozens of replies to forum posts, and what have you really meaningfully contributed? It takes time to learn this, just as it takes time to read books, read about and apply research, learn nettiquette and living a balanced life. Some people decided a mobile or a TV didn't add enough value and live without one. Will you be able to make that decision more easily with VR or the internet? The key difference is that the economic distance between our bodies and VR technology is very high. Small is beautiful and less is more. How can you integrate VR in a minimal lifestyle?