Virtual Reality (VR) is changing the way we perceive war and sex, yet people are still treating it like a game as corporations promote their brands rather than educate users. Tech giants, Apple and Meta, market the same technology packaged as consumer-grade VR against FPV (first-person view) display, which is single-purpose. Anduril, a Silicon Valley company, is developing technology that can command and control a fleet of remote-controlled drones to map terrain and obliterate its intended target.
VR is also changing the face of transportation, offering a glimpse of a future where self-driving vehicles will transport passengers across the United States at high speed while using the VR headset to simulate virtual environments. VR is also disrupting the sex industry, and anyone can take on any sexual role using a virtual environment.
While people discuss the benefits of VR gaming, they forgot that virtual reality is essentially a shortcut in which you can forget the branding exercises that corporations use to promote their brands. VR has already begun transforming our lives, but most people are still unaware of it. Roblox, VRChat, Rec Room, and Horizon Worlds are virtual playgrounds that kids frequently use, but they are also being used by adults pretending to be children, which raises mental health concerns.
The author insists that a VR headset is not similar to Nintendo Switch, as it is the delivery mechanism for a human behavioral paradigm shift that followed the printing press. While developers have expressed concern over Meta's promotion of free-to-play Horizon Worlds content over paid projects, consumers must recognize the cultural and societal impact VR already has.
Therefore, it's crucial to understand the risks and benefits of virtual reality. It is changing the way we perceive war, sex, and transportation and having a significant impact on human behavior. Rather than seeing VR as just another gaming experience, individuals must educate themselves about its impact and influence in our society.