philip lelyveld The world of entertainment technology

5Feb/18Off

Guest post: What We Should Worry About When We Worry About Virtual Reality

My friend Cathy O’Neil just sent me an article she wrote for the NY Times reviewing two books by technologists about virtual reality (VR). Part of her take was that neither book talked enough about ways that VR could be abused, and she speculated that worrying about VR was still mostly the provenance of science fiction writers (think Star Trek) rather than technologists.

Personalization. We’ve learned over the last quarter century that we don’t mind being monitored (cookies, GPS, Fitbits), just as long as some benefits (recommendations, special offers, traffic advice, a tailored Facebook feed, the ability to broadcast our 5.4 mile running route to all our friends) come from crunching the resulting data. Never mind who might be storing all that data or what they might be doing with it.

Addictiveness. By now it’s sort of a cliche to hear a technologist speak thoughtfully about how they won’t let their children near smartphones or Instagram until they’re in high school, or to read articles about internet use sprinkled with multiple mentions of dopamine. Won’t this all seem quaint in a few years, when internet porn gives way to (personalized!) VR sex, and your social network can deliver a full VR simulation of your crush’s reaction to the cute photo you just posted, not just a stylized thumbs-up or heart. Um, yeah, VR is going to make the virtual world way more addictive. “Why go into the outside world at all, it’s such a fright,” as Black Flag sang, to their televisions, and that was at least two whole generations of technology ago!

Marketing. I was born in the Soviet Union, which had no ads, and it always felt strange to me that our entire media landscape (or, today, our entire information landscape) was driven by companies inserting little messages meant to sell you things. For one thing, I was always a bit skeptical that advertising was actually worth it. Well, with VR, there’ll be no question, because we’ll be able to track the outcomes of ads so precisely: eyeballs widen, heart rate rises just a bit, electrical activity heightens in the buying center of the brain (which by this time we will have effectively mapped, using — what else — VR technology). Advertisers will know exactly which ads worked (so the economy will make sense!), and, with predictive analytics and the heavy volumes of data attached to VR, they’ll also know which ads will work, for any given person. And lots of them will, because VR’s ability to virtually sample any product you might imagine might make it the most effective advertising medium ever. If today we think about ads as delivering eyeballs and clicks, in the age of VR, they might be delivering (virtual) wallets directly.

See the full story here: https://mathbabe.org/2018/02/05/guest-post-what-we-should-worry-about-when-we-worry-about-virtual-reality/

and here: https://sensemadehere.wordpress.com

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