In the U.S., for instance, virtual reality (VR) has its deep roots as a form of military training technology. Later it took on a “techno-utopian” air when it started getting more attention in the 1980s and 1990s, as MIT Professor Paul Roquet observes in a new book about the subject. But in Japan, virtual reality has become heavily oriented around “isekai,” or “other world” fantasies, including scenarios where the VR user enters a portal to another world and must find their way back. ...
... And in the popular imagination, VR becomes this space where we can fix things like sexism, racism, discrimination, and inequality. There’s a lot of promises being made in the U.S. context.” ...
In Japan, though, ... virtual reality developed more in relation to forms of popular entertainment such as manga, anime, and video games. Roquet believes its Japanese technological lineage also includes the Sony Walkman, which created private space for media consumption.
One survey in Japan showed that 87 percent of social virtual reality users were male, but 88 percent of them were embodying female lead characters, and not necessarily in scenarios that are empowering to women. Men are thus “everywhere in control yet nowhere to be seen,” Roquet writes, while “covertly reinscribing gender norms.”
See the full story here: https://news.mit.edu/2022/immersive-enclosure-virtual-roquet-0526