Feb 14, 2016
3D addiction
As many analysts predict, next-generation virtual reality technology promises to change our lives.
From manufacturing to medicine, from entertainment to learning, there is no economic or cultural sector that is immune from the VR revolution.
According to a recent report from Digi-Capital, the augmented/virtual reality market could hit $150B revenue by 2020, with augmented reality projected to reach $120B and virtual reality $30B.
Still, there are a lot of unanswered questions concerning the potential negative effects of virtual reality on the human brain. For example, we know very little about the consequences of prolonged immersion in a virtual world.
Most of scientific virtual reality experiments carried out so far have lasted for short time intervals (typically, less than an hour). However, we don’t know what are the potential side effects of being “immersed” for a 12-hour virtual marathon. When one looks at today’s headsets, it might seem unlikely that people will spend so much time wearing them, because they are still ergonomically poor. Furthermore, most virtual reality contents available on the market are not exploiting the full narrative potential of the medium, which can go well beyond a “virtual Manhattan skyride”.
But as soon as usability problems will be fixed, and 3D contents will be compelling and engaging enough, the risk of “3D addiction” may be around the corner. Most importantly, risks of virtual reality exposure are not limited to adults, but especially endanger adolescents’ and children’s health. Given the widespread use of smartphones among kids, it is likely that virtual reality games will become very popular within this segment.
Given that Zuckerberg regards virtual reality as the next big thing after video for Facebook (in March 2014 his corporation bought Oculus VR in a deal worth $2 billion), perhaps he might also consider investing some of these resources for supporting research on the health risks that are potentially associated with this amazing and life-changing technology.
21:55 Posted in Virtual worlds | Permalink | Comments (0)
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