Virtual
reality is something that has been discussed several times in this column, and
it is becoming an increasingly important mode of life experience in today’s
society. Initially, it has involved more perceptual experience and movements of
the head and hands. In a new device
being developed called Kat Loco, the focus is on the feet and moving in place
to give the illusion of locomotion. So
if one is playing a shooting game, walking or jogging in place can give the
illusion of moving around a virtual space where the shoot-out is
occurring. This is done by the
attachment of three sensors to the person: two to the ankle and one to the
waist. They transport a person into an
alternate world, where the movements of his feet in one location give him the
sensation that he is actually moving through space.
Sounds
like fun, doesn’t it? But basically it
is the experiential equivalent of empty calories. One is not even leaving a true mechanical
marking on the surface of one’s fields of experience, let alone an organic
imprint. One is spending a lot of time
in a living reenactment of a video game and not making or preserving any
organic imprints. And of course, without
preserved organic imprints, one is not creating a surrogate immortality and not
preparing for death.
And
spending so much time in a virtual video game world will ultimately lead to the
blurring of virtual reality with external world reality. It will lead to the vacuumization of normal
daily life experience. People will
become too numb to be able to involve themselves in bonded relationships with
others. People will lose their capacity for
empathy and will find it easy psychologically to hurt other people as a vehicle
for generating abrasive friction inside of themselves in order to pull
themselves out of the numbness they have been sucked into.
Being
able to move one’s feet through space in a virtual reality world is one more
channel of stimulation to give a person the impression that he is actually
exerting some meaningful control over his vacuumized field of experience. But it is a false sense of control, because
whatever impact he has on the metaphorical furniture of his virtual world does
not endure beyond the game. And yet the
game is compelling and impelling and almost makes a player feel as if he is
involved in a real adventure on a quest.
It is enveloping and has the feeling of a kind of work. As virtual and external world reality blur,
so also do game and work realities. Now
granted there are plenty of people who make their living playing games. But external world games are set apart in
their character from normal work activities.
They don’t invade the space of normal work activities the way that virtual
games can.
So
many of the life processes in virtual reality games imitate the life processes
in external world reality, only without the organic stimulation and without the
grounding in a field of experience that has mass, matter, and substance. Kat Loco makes the imitation of these life
processes even easier than that from previous encounters with virtual reality
phenomena. This is so different from the
strategies created for playing more traditional games in external world
reality. With Kat Loco, there could come
a time when a person might have trouble determining in his mind whether he is
in external world reality or virtual reality.
This could have terrible consequences.
In a virtual reality game, a person could kill an
adversary without any moral qualms, because he knows that the adversary is a
vacuumized entity that lacks mass, matter, and substance and that doesn’t have
a meaningful independent existence apart from a human’s experience of it. From the point of view of external world
reality, the vacuumized humans, animals and creatures of virtual reality don’t
really exist. They are merely a shadow
of existence.
People
who have a fragile connection to external world reality are frequently
considered to be psychotic in modern technological society. Large doses of virtual reality may eventually
end up pushing a lot of people into a psychotic state of mind. Only here the dichotomy that will be causing
people trouble will be not so much truth vs. fantasy but rather external world
reality vs. virtual reality. There is
also a dichotomy between external world reality and screen reality, but screen
reality is not so effective a replacement for external world reality as is
virtual reality. After all, screen
reality is always framed by external world reality. Virtual reality is not. It truly appears to exist as a complete field
of experience.
With
Kat Loco, a major problem has been solved in the experiential placement of
human beings into a virtual reality world.
A person can walk in place and experience himself moving through an
alternate reality. An alternate reality
where he can experience himself as making and preserving faux meaningful
imprints by carrying out what, on one hand, he can consider to be heroic
actions in heroic conflicts. It is the
complete alternate mission in an alternate world. The only problem is that none of these
apparent imprints truly stick, because there is no mass, matter or substance to
absorb the imprints. Get out of the
virtual reality device, and all traces of what the person carried out also
disappear. Again, it is the experiential
equivalent of empty calories.
What
will happen to today’s youth who spend a growing amount of time in virtual
reality games as they grow up. Not only
will they one day discover how much time they have wasted that could have been
spent making and preserving real organic imprints in order to feel fully alive
and to prepare for death, but they will experience themselves as being more
detached from external world reality on an ongoing basis. Which will impair their capacity to carry out
the real business of the real external world.
So if young people continue to immerse themselves in virtual reality
games, the very foundation of society and civilization could be affected. It’s something to think about when Kat Loco
becomes commercially available. Run away
from it using your feet in external world reality.
© 2019 Laurence Mesirow
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