Capitalism in hyperdrive.

Matthew Crawford, in The World Beyond Your Head, contrasts the world of a "peon" airport lounge—saturated in advertising, filled with mesmerizing screens—with the quiet, ad-free world of a business lounge: "To engage in playful, inventive thinking, and possibly create wealth for oneself during those idle hours spent at an airport, requires silence.

But other people's minds, over in the peon lounge (or at the bus stop), can be treated as a resource—a standing reserve of purchasing power." Our digital technologies aren't politically neutral. The young person who cannot or will not be alone, converse with family, go out with friends, attend a lecture, or perform a job without monitoring her smartphone is an emblem of our political economy's leechlike attachment to our very bodies. Digital technology is capitalism in hyperdrive, injecting its logic of consumption and promotion, of monetization and efficiency, into every waking minute.

Dr Stranger Love: How I Learned to Stop Worrying and Love the Singularity

The true future of humanity lies not just in our species bidding farewell to Earth and expanding outward into space, but also in slipping the bonds of the “real world” and expanding inward into countless strange and strangely rewarding virtual worlds of our own design. If all of reality can plausibly be designed by computers and artificial intelligence, and if a simulated mode of reality can theoretically become more real than natural reality, then we owe it to ourselves and our society to delve as deeply as possible into those digital frontiers.

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Perhaps this scenario reminds you of The Matrix, and those films’ visions of endless fields of humans kept alive in pods, unaware that their brains are connected to a computer simulation. But I would submit that the dystopian thing about this premise isn’t that trillions of humans might live their lives wholly inside cyberspace, but that they were forced there by hostile robots that had designed the simulation as a control mechanism. I believe that, in the future, plenty of people will choose to connect directly to a simulation as a means of pursuing peak fulfillment. Why does that seem like a bad thing?

Narula, H. (2022) Virtual society: The metaverse and the new frontiers of human experience. London, UK: Penguin Business.

The elitist nature of ink.

We live in a very visual world today. Do words have any power left?

I was at a symposium some years back with my friends Joseph Heller and William Styron, both dead now, and we were talking about the death of the novel and the death of poetry, and Styron pointed out that the novel has always been an elitist art form. It’s an art form for very few people, because only a few can read very well. I’ve said that to open a novel is to arrive in a music hall and be handed a viola. You have to perform. [Laughs.] To stare at horizontal lines of phonetic symbols and Arabic numbers and to be able to put a show on in your head, it requires the reader to perform. If you can do it, you can go whaling in the South Pacific with Herman Melville, or you can watch Madame Bovary make a mess of her life in Paris. With pictures and movies, all you have to do is sit there and look at them and it happens to you.

Many years ago, you said that a writer’s job is to use the time of a stranger in such a way that he or she will not feel the time was wasted. There are a lot of ways for a stranger to pass time these days.

That’s right. There are all these other things to do with time. It used to be people would wonder what the hell they were going to do for the winter. [Laughs.] Then a big book would come out – a big, wonderful book – and everybody would be reading it to pass the time. It was a very primitive experiment, before television, where people would have to look at ink on paper, for God’s sake. I myself grew up when radio was very important. I’d come home from school and turn on the radio. There were funny comedians and wonderful music, and there were plays. I used to pass time with radio. Now, you don’t have to be literate to have a nice time.

You’ve stated that television is one of the most viable art forms in the world today.

Well, it is. It works like a dream. It’s a way to hold attention, and it’s awfully good at that. For a lot of people, TV is life itself. Churches used to provide people with better company than they had at home, but now, no matter what your neighborhood life or family life is like, you turn on the television and you get relatives, family. I don’t know if you’ve heard about this, but scientists have created baby geese that believe that an airplane is their mother. Human beings will believe in all kinds of things that aren’t true, and that’s okay. And TV is a part of that.

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Entrepreneurship never sleeps.

The phenomenon of disruption occurs when successful firms fail because they continue to make the choices that drove their success. In other words, it does not apply when firms are poorly managed, complacent, fraudulent, or doing things differently because they are now shielded by barriers to competition. To be sure, firms can fail because of those circumstances, but that is not what we mean by disruption. (...) a “disruptive event” occurs when a new product or technology enters the market, causing successful firms to struggle. (...) an organization strains most to assimilate new architectural knowledge when it has been successfully focused on exploiting innovations based on the previous architecture.

The key to dealing with disruption is to understand that it emerges surrounded by uncertainty. While hindsight often suggests that certain disruptive events were obvious, this is far from clear when those events are emerging. (...) Some firms may be shielded from disruptive events because they possess key complementary assets, the value of which is not changed and may be enhanced by those events.

Self-disruption was proposed by Christensen as a means of proactively avoiding the consequences of demand-side disruption. The idea is that the firm takes control of disruption by charging a new division with the competitive role that would otherwise be taken by a new entrant. While establishing an independent new division can appear to be an effective response, firms often fail to translate it into successful and sustainable models as they kick the dilemmas associated with disruption down the road. Managerial conflicts emerge, and established firms find themselves unable to resolve them effectively.

If a firm wants to ride out continual waves of disruption, it needs to maintain organizational structures that preserve and can evolve architectural knowledge. Integration and continual coordination of component-level teams in product development has been shown to be an effective way to avoid existential threats to successful firms. But what has not been appreciated is that integration and coordination stand diametrically opposed to the independence and self-disruption mantra many firms have adopted to mitigate disruptive risks. It stands to reason that if your problem is how the parts fit together, adding another unit charged with doing its own thing is not going to solve it.

Dealing with disruption to ensure a successful and sustainable business involves more than just taking some additional bets with autonomous units that may get you slightly ahead of the game. (...) you need to bake your response to disruption into your mainline organization. The dilemma you face is that betting on sustainability is not without cost to short-run competitive advantage and profitability. Not all businesses will take the same path. However, once you have gone through the journey of disruption—its intellectual history, its practical reality, and the way leaders have dealt with it—you will have the two paths clearly laid out for you. What you do at that point is up to you.

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Immersive censorship.

The future of virtual reality isn’t just about whether or not it causes a stampede at your local big-box retailer, ends up in bedrooms and living rooms around the world, or enables new artistic achievements­—if, in short, VR becomes a mass medium. Let’s get past that and ask: then what? Take a January 2014 article on Forbes’ website titled “Legal Heroin: Is Virtual Reality Our Next Hard Drug”. I assume the authors left out the question mark because they’d already made up their minds. The article lurches from irresponsible comparisons of the effects of VR immersion with middle America’s worst nightmares (“a rapid hit of speed, heroin, ecstasy, marijuana, and cocaine”) to singing the potential praises of VR as a learning tool.

If you’re up on media history, that kind of overblown language sounds mighty familiar. Looking back at media panics—from dime novels to train robbery flicks to horror comics to videogames—it’s easy to imagine how VR might be vulnerable to a similar wave of fear. Those previous panics look ridiculous in hindsight: In 1954, Fredric Wertham declared Batman and Robin secret lovers in front of a U.S. Senate subcommittee as part of his crusade against comic books. In the halcyon early '50s, when comic books overflowed on newsstands, Wertham's bullying played a key part in relegating sales to their current specialty market. Even pinball machines were banned in most major U.S. cities for four decades because of their alleged deleterious effects on the nation’s youth.

Looking back at media panics, it’s easy to imagine how VR might be vulnerable to a similar wave of fear 

There’s a definite cycle of mistrust, misunderstanding, and censorship by older generationsofthe new media embraced by youth. Dr. Dmitri Williams, a professor at the University of Southern California, calls this cycle the River City effect, referencing a tune from The Music Man. Williams describes three phases of reactions to new media used by kids: worries about the activities the media displaces, fears about health problems caused by the new tech, and opportunities to assign them blame for larger social problems. VR has some peculiarities that make it a fine target for all three phases.

What will be displaced? The physical world, for a start. Immersion in a virtual world is exclusion from the world around you. When a teenager is playing a console on the TV in her room, she can still turn her head to listen and look at her mom when she asks how her day has been or whether or not her homework is finished. That same mom might have a harder time accepting her offspring whiling away her free time behind goggles and headphones that completely block out the outside world. The inhuman, slightly sinister design of the headsets mocked up in prototypes and concept art isn’t doing the medium any favors: Headsets that obscure most of the user’s face transform a familiar daughter into a cyborg interloper occupying the living room couch. For bonus points, put a plastic gun in the player’s hands, or have them swing their fists to punch.

If game creators do their jobs right, the player’s mouth will be zombielike in slack-jawed ecstasy or twisted into a lunatic’s rageful maw, caught in the ecstasy of popping a cap into a noob or disemboweling an unfortunate goblin. Watching someone’s entire body react to a world you can’t see is deeply unsettling. Something about blocking out the outside world makes you forget to wear the mask of normalcy. Because VR seeks to mimic the senses by covering up the outside world with the virtual, it doesn’t allow passerby to become spectators with the same ease. The fertile imaginations of a fearful parent can populate what goes on beneath those goggles with their worst nightmares of debaucherous sex and violence.

Let’s say Mom wants to try out VR for herself and straps the goggles on. Ten minutes later, she’s staggering down the hallway to eject dinner into the toilet bowl Professor Williams’ health issues phase of the River City effect. “Simulator sickness” has been the bane of virtual world development for decades­—it’s something like motion sickness, but for virtual worlds, and while motion sickness usually requires long-term or extreme exposure, like a cruise or a roller-coaster ride, just being in VR makes some people sick. Maybe commercial hardware developers will be able to crack the simulator sickness problem where the military-industrial complex and its mountains of cash failed. But given that simulator sickness is caused by a variety of factors—including the design of the virtual environment and player movement—that manifest in varying ways, degrees, and populations, a certain percentage of people will likely never be able to experience VR without nausea.

Headsets that obscure most of the user’s face transform a familiar daughter into a cyborg interloper occupying the living room couch 

Still, most people develop a higher tolerance to simulator sickness over time through gradual exposure. So an excited teenager might get past some initial wooziness over the course of a few weeks, but a parent who wants to see what all the fuss is about could plunge into a virtual environment and end up severely disoriented. This problem isn’t going to be restricted to parents: If kids today remain anything like kids have always been, they’re probably going to overdo it on their new toys with marathon VR sessions. Christmas might get messy.

Making someone hurl isn’t generally considered a great first impression, and the cipher of VR is going to absorb all the perennial fears and complaints about young people. These complaints become a crisis of conscience when sharpened by links to the kind of horrific violence that has become all too routine in America, in tragedies like Columbine, Virginia Tech, and Sandy Hook. This is the final phase of Williams’ River City effect, where the most troubling issues facing a society are blamed on a younger generation’s embrace of new media. After the angry newspaper editorials, the outraged appearances on talk shows, and overplayed clips of the most extreme content VR has to offer run for days, what would the case for regulating and censoring the new medium look like?

Each new medium has to be explicitly approved by the justices as speech before it’s protected 

Some precedents have been set. In 2011, the United States Supreme Court declared videogames protected speech. Unfortunately, they’ve never gotten around to giving a definition of speech that has much predictive power: Each new medium has to be explicitly approved by the justices as speech before it’s protected. The first step for would-be goggle-grabbers will be to make the case that VR is a radically new medium and assert that its greater interactivity and realism are fundamentally different and more dangerous than what came before it. If they can manage that, the four decades of case law and precedent that established videogames as part of the First Amendment will be irrelevant.

The next step is to make the argument that VR isn’t speech at all; this is exactly what happened to videogames in 1982. By collapsing motion-based technology into the same category, legislators might make the argument that VR isn’t speech but action, which has a much lower barrier to regulation. When something is considered speech by the courts, any legislation regulating or censoring it must pass a very high standard of proof known as “strict scrutiny”, and the videogame speech case suggested that media effects research isn’t going to get there anytime soon. If it’s not speech, restrictive laws have to pass only the “rational basis” test: Basically, if the lawmakers give any justification at all, that’s good enough for the courts. That result could be disastrous, giving enterprising local, state, and federal politicians free reign to censor virtual reality for children or even adults. A promising new medium could be snuffed out under the onerous weight of regulation.

VR is still protean in its technical and cultural configuration: The future will bring many surprises and new wrinkles to an age-old contest between young and old. The best insurance against a future of censorship for VR is by making sure a generation gap doesn’t develop. The best way to do that is by showing people who wouldn’t otherwise put on a pair of goggles what VR is like, and by showing politicians that voters recognize the cycle of censorship and fear-mongering surrounding the birth of new media.

Technologies have biases.

People like to think of technologies and media as neutral and that only their use or content determines their impact. Guns don’t kill people, after all, people kill people. But guns are much more biased toward killing people than, say, pillows — even though many a pillow has been utilized to smother an aging relative or adulterous spouse.

Our widespread inability to recognize or even acknowledge the biases of the technologies we use renders us incapable of gaining any real agency through them. We accept our iPads, Facebook accounts and automobiles at face value — as pre-existing conditions — rather than tools with embedded biases.

Marshall McLuhan exhorted us to recognize that our media have impacts on us beyond whatever content is being transmitted through them. And while his message was itself garbled by the media through which he expressed it (the medium is the what?) it is true enough to be generalized to all technology. We are free to use any car we like to get to work — gasoline, diesel, electric, or hydrogen — and this sense of choice blinds us to the fundamental bias of the automobile towards distance, commuting, suburbs, and energy consumption.

Likewise, soft technologies from central currency to psychotherapy are biased in their construction as much as their implementation. No matter how we spend US dollars, we are nonetheless fortifying banking and the centralization of capital. Put a psychotherapist on his own couch and a patient in the chair, and the therapist will begin to exhibit treatable pathologies. It’s set up that way, just as Facebook is set up to make us think of ourselves in terms of our “likes” and an iPad is set up to make us start paying for media and stop producing it ourselves.

If the concept that technologies have biases were to become common knowledge, we would put ourselves in a position to implement them consciously and purposefully. If we don’t bring this concept into general awareness, our technologies and their effects will continue to threaten and confound us.