Virtual Planet: The Societal Impacts of VR

XRI - Together

Since the inception of virtual reality (VR), there has been much deliberation over whether its positive effects on society outweigh the negatives. With the power to go pretty much anywhere you want, and experience anything you want, you would expect that VR has the potential to be one of the best technological advancements in modern times. However, there are a few arguments against this, which we will discover later on. 

Throughout this article, I will be diving into both the positives and negative effects of VR on society and what this means for our social interaction as a whole. After all, humans are incredibly social creatures (for the most part) and our civilisation thrives off other human interactions. But how does VR impact this?

Spatial
Image credit: Spatial

Positive Effects on Society

Socialising without leaving the house

Of course, we all know that physical human interaction is the backbone of society and how we, as humans, stay mentally healthy. However, VR offers a great alternative to this. For those who are either unable to leave their house for various reasons, VR gives them a way to link with friends and family without being physically near them. This may be through gaming or other VR avenues.

We can take the latest COVID-19 pandemic for example. Many of us were quarantined for months on end, so just like Zoom and other video conferencing tools took off, VR was also able to engage people with human interaction. This is hugely beneficial for society as a whole because it means that even though we are not physically with others, we can still connect and hear other people’s voices. This can be an easy cure for loneliness or other mental health ailments.

Treating mental health

The issue of mental health is growing with each passing year, and with good reason. With 1 in 4 of us having to combat a mental health problem at one stage in our life, there is more demand for the right help and attention. This is where VR can help.

Mental health professionals often require extensive training for years on end, and waiting for the right medical professional can also take a while, but VR can bypass this. One of the best ways we are able to beat a mental health condition is through what is called ‘in-situ’ coaching. This is where we deal with our fear head-on and get put into situations that make us feel uncomfortable, with the aim of becoming more confident when facing that situation. With VR, we can be placed into these circumstances virtually and tackle them head-on.

Also, due to the fact that it is virtual, people will be more likely to enter situations that make them anxious as they know it is only a simulation. Furthermore, it is much more time and cost-effective to repeat the treatment if it becomes too much for the person. The virtual environment can be easily tapered back to suit.

Better education

If we go back before interactive smartboards and other technological advances in education, we learnt from textbooks (and often still do). However, it is known that that is not the most optimal way of learning. As humans, we like to learn through seeing and doing. VR checks both of those boxes.

Through the use of VR, we are able to jump into situations which would otherwise be impossible to re-enact in the classroom, such as visit Machu Picchu, perform surgery, or carry out a science experiment without the right equipment. Learning by performing is our best way of retaining information which is why VR is a great solution to improve education across the world.

Of course, we still have a long way to go before there are VR headsets in every classroom, but once there are, I believe that this can only benefit the human race and society as a whole. If you’re interested in more of this topic, here is a write-up of why VR will be the future of education.

Vive XR Suite
Image credit: Vive XR Suite

Negative effects on Society

Addiction

Gaming addiction has always been a problem for society and a lot of people have had to deal with it over the last couple of decades. Now with the start of VR and environments becoming even more immersive, there is always an extra risk.

Due to the fact that VR is so immersive and the stimulus on the brain is heightened due to it being a simulation, the possibility of getting addicted does increase. If users do become addicted, this can become a major problem. Users can become isolated, negatively affecting their mental health and become dependent on the use of VR. 

They can become antisocial and lose basic social skills, which can then form into social anxiety and other mental health problems. This is of course something we need to be wary of as a society.

Obviously, these are very extreme cases, and as long as VR usage is moderate and not abused, then the majority of people will be able to use VR without any problems.

Physical harm

There have been cases where users who have played on VR headsets for a prolonged period of time have experienced nausea or ‘cybersickness’. This is due to the fact that you may be moving in the simulation, but your body is not physically moving in the real world and your brain gets confused.

As well as nausea, users have been known to experience eye soreness. If we stare at a computer screen or TV for too long, our eyes start to strain, and this is exactly the same with VR. Ergonomic designers for VR headsets have yet to create a lens that mimics the wide-angle our eyes naturally have, so this can be a problem if used for long periods of time. The continual abuse of VR may cause long term impairment of vision, however, not much study surrounds this.

These factors are a relatively easy fix, just use VR for short periods of time and take plenty of breaks. Of course, these effects may not affect everyone and some may feel the toll heavier than others.

Conclusion

When used correctly, VR can be an amazing tool for various things, such as education, socialising and treatment. However, it cannot be abused. This level of technology is fairly new and studies still need to be done to show the true impact addiction and the physical ailments caused by VR has on us in the long term.

If used in moderation, there is no reason that the benefits of VR can far outweigh the negatives, and this will only become more clear when we learn how to best make use of this wonderful technology.

Virtual Planet: The Show Must go on!

Sensorium Galaxy

These virtual metaverses everyone keeps espousing may promise a digital nirvana full of fluffy clouds and people getting along like they’re in a Disney movie, however, simply offering a place to chat isn’t enough, we need entertainment. Some might say these virtual worlds are the entertainment but not everyone wants to be creative, some of us just like to put our feet up and switch off. Well, all that and more is being dreamt up and catered for.

Facebook Horizon
Facebook Horizon

Hello there

First and foremost these digital realms are designed as communication platforms. Able to connect friends and family with a greater sense of togetherness than a video or phone call can provide. Or you can meet entirely new people, stepping into an area that’s completely dedicated to your favourite pastime, TV show or even your occupation. Spending hours nattering about subjects others have no clue or little interest for.

Hanging out with mates is a very natural thing for any human, most of us need to connect with one another in some way and the pandemic has brought this into the spotlight like never before. It’s why VRFocus will be going more in-depth about the social features and issues of metaverses in a future edition. As for now what we all really want is to have some fun in a digital universe with limitless potential.

Burn up the dance floor…

There are numerous social platforms appearing that support both VR and non-VR devices and they’re trying to persuade new users with a variety of means. They’re also gunning for different markets, namely younger audiences with a fresh, colourful feel whilst those focused on adults tend to have a far more serious vibe.

It’s this latter segment where you can see a real push in specific entertainment marketing. Rather than building blocks users are given art, music and culture to explore and enjoy. For instance, Sensorium Galaxy which is due to launch later in 2021 is heavily focused on the dance music route. It’s going to have a dedicated music world called PRISM where DJ’s will perform exclusive sets. Some big names have already signed up like Eric Prydz, Carl Cox, Armin van Buuren and David Guetta. So if you like to dance your socks off it might be well worth a look.

Sensorium Galaxy isn’t the only one leveraging the power of music. Already well versed in this medium is Sansar which has been holding events for a while now. The latest will be Australia’s Splendour in the Grass music festival digitally recreated as Splendor XR for two days in July.

Music easily bridges many divides and brings people together with a foot-tapping beat, so it’s no surprise that it would make a great catalyst for metaverse adoption.

Splendour at Sansar

We are such stuff as dreams are made on…

However, music is only one small avenue these platforms can utilise. There’s a vast cultural resource metaverse’s can tap into – and have already been – when it comes to entertaining the masses. Over the last year, a prime example has come from film festivals. Unable to host premieres in-person, events like Venice Film Festival, Cannes, Tribeca and Sundance have all turned to interactive mediums to connect with audiences worldwide. They’ve even found greater success as these events are no longer elite, prestigious showcases few outside their industry can attend, providing true global appeal like never before.

This is even more so for niche technologies like virtual reality (VR). Cannes XR, Tribeca Immersive and NewImages Festival combined this summer to create XR3, an immersive film festival via Museum of Other Realities (MOR), exploring an art space that allowed guests to step into each experience as if it were a live installation.

MOR isn’t really a metaverse as such. VRChat, on the other hand, is and that played host to SXSW Online XR, one of the best representations of this topic to date. SXSW is usually held in Austin, Texas but for 2021 the organisers recreated areas like Congress Avenue and the Red River Cultural District, all freely explorable. There was even a cinema to watch regular 2D content.

When all of this immersive entertainment is so easily accessed why go anywhere else?

SXSW Online XR
SXSW Online XR in VRChat

Get those creative juices flowing

Undoubtedly though, the biggest draw for any of these virtual realms is user creativity. Places like Rec Room, Roblox (non-VR), VRChat, and the upcoming Facebook Horizon are all built on the premise of user content creation, giving the people who inhabit these worlds the freedom to build whatever they want. Because, quite simply, it keeps everyone invested and coming back for more.

Rec Room has millions of users across multiple VR and non-VR platforms, allowing them to create their own rooms which can be as simple as somewhere to hang out or entire games to run around in. You can even earn money, where tokens are exchanged for in-game items. Collect enough tokens and they can be redeemed for actual hard cash, Rec Room expects to pay out over one million by the end of the year. Playing and getting paid, if that’s not an incentive what is?

Places like Rec Room, Roblox and others are definitely geared towards that younger age bracket mentioned, like giant Lego toyboxes to jump into and explore. Finding a happy medium where all of these scenarios can easily co-exist is the eventual goal as none of these virtual planets quite cater to everyone. How these worlds will collide is another matter entirely.  

Virtual Planet: How far away is the Oasis?

Rec Room

Everyone loves the idea of a virtual world. Someplace where they can break from reality and do (almost) whatever they want, free of the confines of annoying details like physics or being nice. It’s why videogames have become so incredibly popular yet the virtual world of somewhere like Fallout and the true vision of a metaverse are very different ends of the digital spectrum. Because these metaverse’s creators are imagining aren’t concerned with fairy-tale lands with quests to go on, these are fully functioning ecosystems with economies, entertainment and logistics like the real world, just without physical restrictions. Sound daunting, well it is so hold on tight?

VRCHAT

Introducing worlds within worlds

This idea is nothing new and has often appeared in pop culture, whether it’s The Matrix with the rather sinister human simulation theory to the gamer-friendly Oasis which featured in Ready Player One.

Nowadays, fantasy is becoming reality and in doing so gaining notoriety thanks to prominent figureheads such as Epic Games’ Tim Sweeny continually dropping in the metaverse buzzword. But what do these alternate digital realities really offer and why are they gaining such prominence of late?

While the basic idea behind the metaverse is a shared virtual space that mirrors the real world where you can hang out with friends or attend a gig, as this sector grows so does the competition and there are plenty vying for your time. You may think the internet already provides everything you need in this regard yet virtual reality (VR) and augmented reality (AR) takes this to a whole new level. For the first time, you can literally step inside the metaverse, buy a digital item that you can interact with and then sell on if you so wish.

Getting Social

The core feature of any metaverse is its ability to socialise with friends and strangers alike, joining them at a bar for a virtual drink and catch up or making new friends with a shared love of Star Wars. All without the physical limitations of travel, an important factor when the world is gripped by a pandemic and likely one of the reasons why this subject has grown to such prominence of late.

However, just like the real world these digital realms also have to deal with similar problems, creating safe and secure spaces where everyone feels comfortable coming back to, day in and out. Videogames may offer players the chance to be good or evil but an online virtual world cannot allow guests to be derogatory or discriminatory towards one another. Otherwise, it creates a negative environment nobody will want to be a part of.

Solutions to this are already widespread and continually improving. Most common is simply blocking another user or reporting them, apps like VRChat for example allow you to highlight someone and mute them. While in Museum of Other Realities (MOR) which regularly host festivals – like XR3 currently – has a bubble feature where only people within that sphere can communicate.  

Tribeca - MOR

Keeping Entertained

Whichever world you join you’ll want to be entertained and that’s going to be one of the biggest marketing opportunities to attract new users.

From attending digital festivals, exhibitions, movie premieres or enjoying some multiplayer videogame mayhem the possibilities are endless. And the competition is already getting fierce before some of the worlds have even launched.

As mentioned places like MOR allow you to visit film festivals like Tribeca or Cannes XR, whilst Sansar has gone down the music route hosting Splendour XR and the Lost Horizon music festivals. Sensorium Galaxy, on the other hand, hasn’t even arrived yet it’s already lining up an all-star cast of DJ’s including David Guetta and Carl Cox to perform, all fully motion-captured.

This also opens up interesting opportunities for brands to reach existing and new audiences. Banner ads and pop-ups will be a thing of the past here, with companies able to explore new interactive ways of communicating their products, creating events you can attend or having an actual object sat there in front of you.

Culture vulture

All of this will inevitably lead to the creation of digital culture, where users will want to clothe their avatars in certain apparel or join groups which appeal to their politics or ethics. You could one day see people protesting in a metaverse about social injustice, climate change, pollution of the oceans, political suppression and much more.

And just as current cultural trends would enter the fray so would new ones spring up entirely inside these worlds.

Somnium Space

XR-Commerce

All of this inevitably fuels a digital ecosystem full of buying potential. Casual users might want to buy a new skin or wardrobe for their avatar, whereas those serious about investing in the metaverse can buy virtual property, businesses and even land to build upon.  

Again, this is already underway mainly supported by cryptocurrencies and blockchain technology to facilitate a safe and secure method of conducting transactions. Somnium Space for example launched in 2018 conducting a land sale with locations split down into ‘parcels’, each with a different value depending on their size. This used the Ethereum blockchain, allowing buyers to then sell assets on marketplaces like Opensea.

Having this type of commercial ecosystem allows creators to make money, building digital items which can be minted into NFT’s (Non-Fungible Tokens) to be sold at auction. NFT’s have exploded in the past year, some selling for millions.

Metaverse commerce will also create a hierarchy where people won’t be able to afford land in a prized location or a new pair of limited edition sneakers. That opens the door for high-end brands to step in and serve a clientele who demand only the rarest items.  

The future virtual dream

All of this is just the tip of a virtual iceberg as the digital and the real intertwine, as new worlds are created and new innovations appear. We’re really just at the beginning of this journey into immersive, social XR worlds and there’s still plenty more to discuss across all of these subjects mentioned and more – we’ve not even started on immersive full-body and facial tracking!

So VRFocus will be continuing to dive deep into the XR metaverse, looking at those universes that are forging ahead, the creators behind them as well as what the near and far-flung future holds. Hopefully, to prepare yourself you’ll join us on this tech-filled ride.