VR, AR & The Risks of Immersive Tech

VR, AR & The Risks of Immersive Tech

Together, VR and AR immersive virtual experiences already deliver meaningful actual realities in our Media 2.0 world. And, much is written about the incredible promise and potential power of immersive technologies for all of us (including those of us in the worlds of media and entertainment).  They ultimately will take us places that we can’t even fathom right now.  

Much less is written (at least in the Media 2.0 industry press) about the known and, even more importantly, unknown risks associated with full (or even partial) sensory immersion.  These are VR’s and AR’s great unknowns.

Yes, VR is another way for creators to reach consumers with compelling content.  But, it’s so much more than “seeing.”  VR, in fact, is not really a visual media at all.  It is an “experiential” one (and that’s not just marketing hype).  We aren’t so much watching or listening to stories.  We are immersed directly in them.  VR, unlike purely visual media, generates very real deep physiological and biological impacts -- your mind and body actually believe you are experiencing a particular non-virtual reality moment right here, right now.  No separation from reality exists.  You are simply “present.”  Presence, in fact, is a concept fundamental to total immersion.  

Many tantalizing “positives” flow from all this, of course. 

Enhanced entertainment is an obvious one.  You can now actually “be” Obi-Wan Kenobi or Darth Vader inside Star Wars (take your pick).  Or, even better, really “feel” for those in the experience itself.  VR can transport you to anywhere in the world and enable (empower) you to feel like what it is to be “there” at that particular moment and time.  

And, that can potentially drive mass empathy and real social impact.  Case in point "Clouds Over Sidra,” an experience (not just a film) created by VR pioneer Chris Milk. This experience places you directly in the middle of a Syrian refugee camp, through which you are guided by a 12-year old girl named Sidra. As you experience a day in her life, no longer is being a refugee in some far away land merely some abstract concept. 

Now, due to VR’s immersive power, Sidra’s daunting challenges come to life both in your mind and body in a way that simply “is.”  And, once Sidra’s life becomes more tangible and, therefore, more real to you, then real emotions take hold.  Real empathy.  Empathy that holds real power and potential to drive real change. Take real action to better the lives of Sidra and others around the world. 

These examples demonstrate VR’s revolutionary potential to enhance quality of life.  

But, as with any new technology that holds great promise, serious known (and unknown) risks exist.  

In the realm of entertainment, VR takes already-intense horror experiences several extremely scary steps further. Now, you aren’t just watching the gore (knowing all the way that you are divorced from it -- outside of it), now your mind and body actually feel the bloodbath (that you are inside of it). I've been there. I recently demoed a VR zombie apocalypse experience, and my body instinctively recoiled with horror after a ghoul approached from behind to attack me (okay, I admit that I actually shouted out loud).  

And, take that even further.  Imagine gamer-beloved “Call of Duty,” VR style.  You aren’t just playing war amidst all of its death and destruction.  You are now at war!  The prospect of real trauma is very real indeed (researchers already study the potential post-traumatic stress disorder impacts of VR).  And, some experts believe such experiences may cause actual, even permanent, psychological damage.  That’s why Alex Schwartz, CEO of leading VR game developer Owlchemy Labs, concludes that VR-driven scares are borderline immoral. That’s why many in the industry now push for new content standards for this brave new immersive world.  We simply don’t yet even come close to understanding the full implications here. We just know that serious questions exist.

So, does that mean we have some kind of moral obligation in terms of how we develop, distribute and experience the immersive possibilities?

Talk amongst yourselves.

[For more of my ongoing discussions about VR, AR and digital media/tech in general, subscribe for free to my company's (CREATV Media) email newsletter list via this link. We publish these monthly.]

[And for an even more in-depth discussion and overview of the new world of digital media/tech in general -- including where things are today, who are the industry's leaders, and where is the world of digital media/tech -- check out my recently published Amazon bestselling book, "Media 2.0(17): An Insider's Guide To Today's Digital Media World (& Where It's Going)", available now in both print and eBook editions. For a limited time, am happy to send you a complimentary digital version of my book -- request your free digital copy now by clicking on this link.]

Have you watched electric dreams on prime? One of the episodes talks about VRs vacations. When the VR technology evolves so much, will we be actually able to distinguish it from reality? What will be the effects on us?

Hope Virtual Reality has much less (if any) risk compared to Real Life with its Existing Reality :)

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Kevin Breault, Ing.

Représentant en épargne collective, conseiller en sécurité financière à IG Gestion de patrimoine

7y

Peter, you should definitely read the book "Ready Player One" by Ernie Cline. I just finished reading it; RPO describes an ugly world in 2044 hit by resources & energy crisis, where the majority of the world population tunes out in a Better Than Life multiplayer VR simulation. Totally in line with your article and the interest behind your replies.

Matthew Wren

I help organizations benefit from AR, VR & MR technology! | Founder @ VRAR Chicago

7y

It's the physiological response that makes VR (and to a slightly lesser extent AR) such a powerful experience. The mind more easily suspends disbelief when totally immersed, and also when virtual objects are interactively "mixed" with the physical world. Even though viewers may be conscious that a virtual object is in fact virtual, their brains still unconsciously kick the nervous system into reacting as if it were real. The physiological response, along with the immersive environment, combine to make the whole "experience" more memorable. Think haunted houses - people are rarely terrified by someone in a Halloween mask, but put that same someone in a mask in an enclosed, dark environment with screams in the background and the visitor's body responds instinctively even though they know it's all fake.

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Randall Scott White

Delivering *Ultimate Fuel Value* To Vehicle Fleets Across America

7y

I am doing totally immersive VR out on the west coast - using sight, sound, smell, taste, and touch. I don't see VR junkies being a problem yet, unless it messes with your eyes and the cell phone radiation near your frontal lobes too much. Here is an article on it: http://bit.ly/TotallyImmersiveVR

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