
he
real and virtual are converging. And anyway, addiction is
a disease for which we will soon find the cure; just a
matter of suppressing the expression of a few genes here
and there. - Bob Metcalfe, Ethernet inventor, founder
of 3Com Corporation, former CEO of InfoWorld, now a
venture capitalist and partner in Polaris Venture
Partners; internet user since 1970
he social costs of too much information,
vs. not enough knowledge will only continue to rise. -
Steffan Heuer, U.S. correspondent, brand eins
Wirtschaftsmagazin; internet user since
1994
R, like email, IM, blogging, gaming, is
a new and interesting technology that competes for time
and like the others, may become addictive. It will
still be up to the individual. - Gordon Bell,
senior researcher, Microsoft; computing and internet
pioneer; internet user since 1986
ll human problems derive from problems
the individual has with him/her self. Virtual reality
will allow people to avoid the need to face,
acknowledge and overcome these personal issues. It will
keep them safe and therefore they will prefer it. -
Amos Davidowitz, director of education, training
and special programs for Institute of World Affairs,
Association for Progressive Education; internet user
since 1994
ddiction to virtual worlds is already a
big issue; some of these worlds even have their own
currency. There will be more diversity in interfaces
with computers and data, and VR will certainly be
commonly used in business. - Michael Steele,
internet user since 1978
uch ambivalent effects are typical of
all great historical changes. - Mark Poster,
professor of film and media studies, University of
California-Irvine; studies the ways social
communications have changed through the introduction of
new technologies; internet user since 1983
arious kinds of computer-mediated
business models/productivity models/configurable
electronic workspaces will be key productivity
enhancers. All of these, however, have connections to,
and payoffs from, the real world. I agree that there
will be an increasing problem with people
"disconnecting" during their so-called
leisure time and immersing themselves in purely virtual
realities for entertainment purposes. We've already
seen how these can be addictive, and, by 2020, the
technological capability for them might be near
ubiquitous - leading to perhaps an entire generation
"opting-out" of the real world and a
paradoxical decrease in productivity as the people who
provide the motive economic power no longer are in
touch with the realities of the real world. - Glenn
Ricart, executive director, Price Waterhouse Coopers
Advanced Research; member of the board of trustees of
the Internet Society; internet user since
1968
y
2020, the term virtual reality will be outdated. The
Internet will become more sensory, attracting more
applications that will appeal to end-users. The
Internet will be surrounded by more applications, where
it will become more stimulating. In turn, more
productivity will be driven from the new ideas
originating from such stimulation. - Richard Yee,
competitive intelligence analyst, AT&T; internet
user since 1995
y
2020 the main industry will still be Distraction. The
distractions will be richer, more expansive and at
least as engaging relatively as television or
today's video games. The minimum production values
of all distractions will increase proportionate to the
technology available and production costs of the top
tier distraction experiences. Addiction to distraction
will continue to become more acceptable. The absolutely
trivial will continue to undermine social, civic and
political sensibilities. Alternate realities of 2020
will likely make our "Halo 2" console game
look like a pair of dice. - Sam Punnett, president,
FAD research (consultant on strategy, marketing, and
product-development issues related to ebusiness);
internet user since 1988
hile area codes might still define
geographic locations in 2020, reality codes may define
virtual locations. Multiple personalities will become
commonplace, and cyber psychiatry will proliferate. -
Daniel D. Wang, principal, Roadmap Associates
(coaching and advisory company); internet user since
1995
irtual reality will one day (by 2020)
merge with "real reality" in that some
activities will be predominantly virtual, while others
will be real. A new term will probably be coined to
describe real reality. When this merging of the two
realities happens, addiction problems will not be a
concern because, a) the novelty wears off, b) virtual
reality REQUIRES participation in real reality, and c)
virtual reality will become part of the daily lives, as
much as the telephone or e-mails has become part of our
everyday routines. - Clement Chau, research
assistant and program coordinator, Tufts
University-Developmental Technologies Research Group;
internet user since 1995
rocess addictions like sex and gambling
will be replaced by virtual-reality sex and gambling,
gaming and "traveling." - Michael
Collins, CEO, internet user since 1996
his is happening already. I wonder
whether we live with the pleasant illusion that we
share the same "real world." I think that
perhaps in the year 2020 the prevalent mode of thinking
will be that we all live in virtual realities and have
done so all the time. The trick is to bring those
realities together in productive and pleasurable ways.
- Charlie Breindahl, external lecturer, University
of Copenhagen, IT University of Copenhagen; internet
user since 1996
his issue is very primary for me as I am
an "addictionologist." I have studied
addiction for 36 years. We already have tons of addicts
in the world who STERB. That is, they use Short-Term
Energy Releasing Behaviors, to feel better. We already
have millions who are addicts. The issue is not to
regulate them but to offer a life in which such
behavior is not needed and that too can be accomplished
on the internet. We need to create valuable and helpful
communities on the web that will allow millions to
connect. - Walter J. Broadbent, VP, The Broadbent
Group; internet user since 1994
he distinction between "real"
and "virtual" realities will continue to
blur. We already see a category of addictive behaviors
with all the clinical symptoms of other addictions. Our
definitions of what is "real" will be tested
and changed. - Martin Kwapinski, senior content
manager, FirstGov.gov, the U.S. Government's
Official Web Portal; internet user since
1997
bsolutely. This is already a limited
problem with video gaming; just wait till the first
really good online sexual-encounter application. -
Cary Curphy, operations research analyst, U.S.
Army; internet user since 1989
e
currently have many individuals in our society whose
cognitive abilities allow them to function at the
margin of "reality" and hold jobs in our
society with the aid of medications. If you consider
their mental capabilities as falling along a continuum,
then at some point in the future the virtual world will
appear to be so real that relatively normal people will
have relationships with avatars and engage in abnormal
relationships with nonexistent entities. If the recent
suicides of Japanese boys heartbroken over not being
able to possess Lara Croft are any indication, we have
much to be concerned about. I also personally am more
concerned about the erosion of basic skills in children
- boys especially - who play video games incessantly
yet cannot figure out how to repair the most basic
devices. Parents have left machines to raise the
children, and they are being molded (or worse crippled)
by their experiences or lack of parenting. -
William Kearns, assistant professor at the
University of South Florida; internet user since
1992
hat people refer to as "virtual
reality" is still an aspect of all of our reality
- it's not a separate reality any more than books,
movies, video games, or our imagination is a separate
reality. Saying someone is addicted to virtual reality
will one day sound as ridiculous as saying some people
today are addicted to books. - Patrick B.
O'Sullivan, director of the Center for Teaching and
Learning, Illinois State University; internet user
since 1987
aving worked on, for, with, within and
around virtual worlds for 10 years, I disagree with any
large-scale doom prediction surrounding virtual reality
addiction. However, such addiction will progress very
much as addictive drugs do. Right now, we see this with
the large corporate-based virtual worlds which are like
cocaine for some - expensive to produce and to consume.
As the tools for creating such places become cheaper
and easier to access, we will see lower-quality virtual
worlds that will have a wider reach to people with less
disposable income (starting with the middle-middle
classes and working down). We can see the very
beginnings of this progression with the many free
social-networking services. Some people will be
completely sucked in and their lives ruined, much as
what happens for drugs now. However, the toll will
still be far less than the damage to lives and
communities that chemical drugs can do. - Scott
Moore, online community manager, Helen and Charles
Schwab Foundation; internet user since 1991
ard to agree or disagree, since it's
hard to tell what the point of this question is. I
don't think that virtual reality will be so real
that it will be addictive in the same sense that
alcohol or heroin is addictive. - Stewart Alsop,
investor and analyst; former editor of InfoWorld and
Fortune columnist; internet user since 1994
irst, I am not convinced that virtual
reality will be so advanced in 15 years. Second, a
section of society is always addicted to something,
whether it be drugs or the latest fashion craze. This
group does not threaten the larger community. -
Adrian Schofield, head of research for ForgeAhead
(focused on ICT research and consulting in Africa),
South Africa; a leader in the World Information
Technology and Services Alliance (WITSA); internet user
since 1994
hose who wish to escape reality have
always had escape options (reading books, staying in
bed) this will not increase "bad" escapism,
but merely provide a different avenue. Many such
"game" environments are already becoming
serious media for economic and political interaction. -
Bruce Edmonds, Centre for Policy Modelling,
Manchester Metropolitan University, UK; internet user
since 1992
s
some people are already now becoming predominantly
thinking addicted, losing conscious contact with their
emotions and body, this is likely to happen. -
Pekka Nikander, Ericcson Research, Helsinki
Institute for Information Technology; past member of
the Internet Architecture Board; internet user since
1987
gain, the way the question is worded
embeds some assumptions that I question. I have a
serious addiction to reading. Is that a social problem?
Has the world "lost" me? - Howard
Rheingold, internet sociologist and author; one of the
first writers to illuminate the ideals and foibles of
virtual communities; internet user since
1990
R
is cute, and fun, and great for computer games and
various ISOLATED applications. But I do not envision it
as becoming widely deployed, other than in very limited
areas, such as games and entertainment. - Jim
Warren, internet pioneer (founding editor of Dr.
Dobb's Journal), technology-policy advocate and
activist, futurist; internet user since
1970
s
virtual reality gets better, people's ability to
see through it gets better. Novels were the dangerous
VR of their own day, just as TV was for us as kids, and
computer-simulated realties will be for our own kids.
– Douglas Rushkoff, author of many books
about net culture, teacher, New York University;
internet user since 1985
f
course it is totally arbitrary as to who gets to call
whom an addict. - Fred Hapgood, technology
writer
here is no such thing as virtual
reality. To say that a discussion one has with another
human being using a chat program is virtual is like
saying that the music one listens to from a CD
doesn't exist. Addiction to worlds that involve
stronger imaginary components has always been, and will
always be, a potential social issue. At least the
internet, apart from RSI (repetitive stress injuries),
poses a lesser health risk than many alternatives. -
Robin Berjon, W3C and Expway; internet user since
1996
he way this is stated it is hard to
disagree with, since is says "for some" and
clearly some people are having addiction problems right
now. However, the implication is that this will be a
problem of considerable concern. There are always lots
of ways to get addicted, and the list changes with
time. I think it is very unlikely that this source of
addiction will have any magic power that others
don't. - Roger Cutler, W3.org, senior staff
research scientist at the Chevron Information
Technology division of Chevron U.S.A.; internet user
since 1994
irtual reality is overplayed. The
Internet is creating a new reality for so many people
that "virtual" won't be necessarily in
high demand. - Michael Gorrell, senior VP and CIO
for EBSCO; internet user since 1994
e
will not able to separate "virtual"
worlds" from "real" worlds; both will be
the same reality. - Carlos Fernandez, CCRTV,
telecom company in Barcelona, Ph.D. student
ore people will become addicted, but the
problem will be minor and self-correcting. - Willis
Marti, associate director for networking, Texas A&M
University; internet user since 1983
n
many respects today the novelty of virtual reality and
interactive technology has captured many people's
imaginations and certainly anyone who can be addicted
could be addicted to something like virtual reality as
well. However, by 2020 virtual reality will become an
integrated part of our lives, not just for technos and
gamers. It will be as commonplace as using e-mail,
surfing the web and cell phones are today. When the
handheld calculator and then the personal pc were
introduced they were a novelty, but they were also
tools and as such have become intrinsically integrated
into our lives. Virtual reality will be just another
way that we interact and go about our daily lives. -
Tom Snook, CTO, New World Symphony, internet user
since 1967
uh? We lose some folks to gambling and
drugs now. And if drug addiction isn't an
alternative reality I doubt I know what is. I doubt
that this will be a serious problem. - Joe Bishop,
VP business development, Marratech AB; internet user
since 1994
e've already seen this happen, so
it's not really a prediction. Of course, we've
also seen it happen with every previous technology.
Teenagers spend huge amounts of time on the telephone;
TV is everybody's whipping boy; radio led to that
jungle music rock and roll; even books led to porno
addictions and modern propaganda. Some of these things
have since become generally accepted; others we try to
deal with and forge ahead. - John S. Quarterman,
president InternetPerils Inc.; publisher of the first
"maps" of the internet; internet user since
1974
his is already the new reality for many
youth. Instead of dealing with the challenges and fears
of teen identity definition more and more youth are
creating multiple "virtual" personalities and
losing themselves to each of those game scenerios. Who
the "actual" individual becomes or emerges as
from such vivid role playing is unclear to me. Do we
end up with much more mature, experientially
compassionate people, or even more anxious, fearful,
and disassociative personalities? It seems that even
minimal intervention at appropriate stages of virtual
personality creations could dramatically improve
positive over negative long-term outcomes. –
Ed Lyell, pioneer in issues regarding internet and
education, professor at Adams State College; internet
user since 1965
'd introduce a qualifier: anything
that relieves people from their awful "real"
realities may become an addiction. But, some people
will really be weathered and weary by 2020. -
Alejandro Pisanty, CIO for UNAM (National
University of Mexico); vice chairman of the board for
ICANN; member of United Nations' Working Group for
Internet Governance; active in ISOC; internet user
since 1977
hirteen years ago we said the same thing
about VR - today, we're still saying the same
thing, but with no directional evidence to support it.
It's an interesting contention, but way too far
down the field to act as any sort of a compass. -
Ross Rader, director of research and innovation, Tucows
Inc; internet user since 1991
nly a relative fringe of users will
spend enough time in VR environments to be adversely
affected. - Cliff Figallo, online communities
architect, SociAlchemy; internet user since
1985
e
should acknowledge and embrace this as a challenge and
look for solutions and remedies, and safeguards.
Everyone creates their alternate realities, and thank
goodness, they are all segments of day-to-day life
– usually. It is the losing touch part that is
scary, and threatening. VR also offers a great deal in
educational approaches: in "training," in
preparing a solder for battleground real-life
experiences; in preparing a health care professional
for a trauma experience; for a family to deal with a
truly stressful health emergency. We should not deny
the value of the advances of technology because of the
harm; we should embrace the technology and study and
seek to provide any appropriate awareness and
safeguards, harnessing technology/and managing it
effectively. To benefit, and not to harm humankind is
the next frontier, isn't it? - Marilyn Cade,
CEO and principal, ICT Strategies, MCADE, LLC; also
with Information Technology Association of America
(business alliance); internet user since
1986
here's no evidence that those who
become unable to distinguish between real and virtual
worlds will be any more of a burden on society than
alcoholics, who don't need electronic stimulii to
reach their states of confusion. Good legislation will
make it obligatory to identify virtual objects and
environments to users so that there can be no confusion
between the real and the apparently-real. People who go
off the "deep end" will have done so NOT
because of the technology but because of their own
individual psychological configuration. - Fredric
M. Litto, professor, University of Sao Paulo;
president, ABED-Brazilian Association for Distance
Education; internet user since 1993
don't think that excursions to
alternative realities will be a serious social problem.
People "check out" in all sorts of ways, and
this form of escape is at least social. - David
Clark, internet pioneer, senior research scientist at
MIT; now working under a major National Science
Foundation grant to rethink the architecture of the
internet; internet user since 1975
gree, this is already the case in
immersive gaming environments and virtual reality will
be even more addictive. Policy and regulation will move
increasingly from physical space into virtual space
with analagous rules. - Robert Shaw, internet
strategy and policy advisor, International
Telecommunication Union (ITU); internet user since
1987
R
is no different than offline temptations. - Robin
Gross, executive director, IP Justice, civil liberties
organization that promotes balanced intellectual
property law and defends consumer rights to use digital
media worldwide; internet user since 1988
his will happen, but it is not new, and
we needn't fear it. We will survive to discover new
horrors beyond VR. The history of media is a history of
addiction for some, and moral hazard for others.
Remember that half a century ago, Cervantes' Don
Quixote was driven to windmill-tilting madness because
he read too many books. Flaubert's Emma in
"Madam Bovary" got into a jam for the same
reason. A century ago, parents lamented that kids were
spending too much time inside reading. In mid-century
the same fears were transferred to paperbacks, movies
and then TV. Now it is videogames and the web. VR is
clearly next, and its seductive hyper-realism will be
seductive indeed. But one generation's outrage is
the next generation's mainstream tool. I will bet
that in 2020, parents will be lecturing their children
that they can't go out and play until they finish
their VR-based simulation games. - Paul Saffo,
forecaster and strategist, director, Institute for the
Future; serves on many boards, including the Long Now
Foundation; Internet user since 1978
all this the
"Holodeck bogeyman." There was a good
"Star Trek: The Next Generation" episode with
the above as the plot ("Hollow Pursuits").
It's just a TV screen. Reminds me of a joke told at
MIT:
Desaad: Master, I have
found it! "Doom" plus "Magic" plus
"IRC" plus netnews plus MUDding!
Darkseid: You cringing fool! That is
not the Anti-Life Formula, it is the No-Life
Formula
- Seth Finkelstein, anti-censorship activist and
programmer, author of the Infothought blog and an EFF
Pioneer Award winner
'm not sure if
addiction is the right word, but the shift of
people's attention to online information, media,
entertainment and communities will erode culture and
bring into being a colder if more efficient world. -
Nicholas Carr, independent writer and consultant
whose work centers on information technology; internet
user since 1987
use the Internet to
accomplish a lot. However, as powerful and important as
the Internet is in accomplishing what I need done, I
still travel to all continents except Antarctica on a
regular basis for face-to-face meetings. For this to
change, human dynamics have to be altered in a fairly
fundamental way, and it's not obvious to me that
this can be done in anything less than generations. -
Fred Baker, CISCO Fellow, CISCO Systems, Internet
Society (ISOC) chairman of the board; Internet
Engineering Task Force (IETF); internet user since
1987
think that we can see
this happening now. The question is, whether this is
really a bad thing? Personally, I think it is, but
I'm not sure I could defend that view
philosophically. - Hal Varian, professor at
University of California-Berkeley; Google; internet
user since 1986
his prediction is very
hard for people in my generation (baby boomers) to
judge. Younger generations are more in touch with the
facts on the ground, and can sense how far role-playing
and virtual reality have penetrated. - Andy Oram,
writer and editor for O'Reilly Media; internet user
since 1983
ddictive personalities
needing escape will, I'm afraid, be lured into this
as an alternate reality - same as they can be to other
activities /behaviours. - Cheryl Langdon-Orr,
independent internet business operator and director for
ISOC-Australia; internet user since 1977
he signs are already
there. Check out what the military is doing with
simulations, VR collaborations, and game-based
learning. Also check out the consumer sphere, with
Second Life and others. Anyone who has read "Life
on the Screen" knows that even in its pure textual
days, the Internet was a place for exploring alternate
realities. - Joel Hartman, CIO, University of
Central Florida; internet user since 1970
his has already
happened, with MMORPGs being an obvious example. The
people that "inhabit" these worlds are able
to become more powerful than anything they might hope
to achieve in the "real world." They can
amass vast virtual fortunes online that happen to have
real dollar value as well, often generating enough to
actually make a living from. However, while this
activity will expand, there is little chance in it
becoming pervasive, as virtual reality in the next 15
years, while becoming more immersive, will still remain
the realm of online gaming. - Philip Joung, Spirent
Communications (wireless positioning products);
internet user since 1989
think there needs to
be significant research into VR and its likely effects
on the human psyche. From current observations, a VR
world could be a dangerous place indeed. - Rajnesh
J. Singh, PATARA Communications & Electronics Ltd.,
Avon Group, GNR Consulting, ISOC Pacific Islands;
internet user since 1993
irtual reality is a
drain in proportion to disaffection with the "real
world." Although virtual reality can be culturally
rich, we need people to be engaged in real-world issues
like pollution, poverty, and peace. - Karen Coyle,
information professional and librarian; internet user
since 1983
ike all technologies,
there are good and bad consequences. For some, the bad
will dominate. But on the whole, I believe society will
benefit. - Thomas Narten, IBM open-internet
standards development; Internet Engineering Task Force
(IETF) liaison to ICANN; internet user since 1983
ntil addiction is
better understood VR will be a serious problem. –
Mike Gill, electronics engineer, National Library
of Medicine; internet user since 1988
he possibility is
real; but hopefully we (humans) will wake up and
realize that the real world is much better than the
virtual world. - Sharon Lane, president,
WebPageDesign; internet user since 1990
irst of all, the term
VR is pretty meaningless. What 99% of folks do is work
and interact digitally. There are not any major
installs of anything close to VR itself, so there's
no way to predict what it would be like. Of course, for
those of use who have worked in collaborative VR, we
know that as with digital interactions, there is always
a pull to the real, as Howard Rheingold noted more than
a decade ago. - Jason Nolan, associate professor,
Ryerson University, Canada; internet user since
1987
irtuality reality will
not become a reality by 2020. That is, it will exist,
but only as a tool, not as a primary
"anything." The home will have ultra high
bandwidth providing for virtually any kind of
communication, at a low subscription rate, but virtual
reality is not going to be any kind of major factor. -
Don Heath, board member, iPool, Brilliant Cities
Inc., Diversified Software, Alcatel, Foretec; internet
user since 1988
e lose people to
online and other games today; we'll lose people to
virtual reality games and communication tomorrow. Not a
big deal. - John Browning, co-founder of First
Tuesday, a global network dedicated to entrepreneurs;
former writer for The Economist and other top
publications; internet user since 1989
or professional
communities, "virtual reality" is a
meaningless term. Transactions made on the Internet are
completely and totally real. - Charles Hendricksen,
research collaboration architect for Cedar
Collaboration; internet user since 1968
e will not lose people
to internet VR more often or more intensely than we
already do to other media - television being the
classic example. Some escapism will always be necessary
for most people, and to escape for good, one way or
another, is an option that is already available. Media,
including internet VR, will remain to generate the type
and means of escapism that will be socially accepted. -
Suely Fragoso, professor, Unisinos, Brazil;
internet user since 1994
his has already
happened in 2006. However for some people these will be
seen as realities rather than alternative realities. -
Mark Gaved, The Open University, United Kingdom;
internet user since 1987
his scenario is only
partially valid, even among geeks' communities.
People will lose contact with real-realities as a
result of many other factors, including the
transformation of the latter is pseudo-realities, that
is artificially constructed substitutes to the former
and vanished real world (e.g. natural environment, true
products "as in the old times", etc.). -
Michel Menou, professor and information-science
researcher; born in France, he has worked in nearly 80
nations; internet user since 1992
already see many
internet junkies who need a fix more than they can be
present in the moment. - Tiffany Shlain, filmmaker
and founder and ambassador of the Webby Awards;
internet user since 1987
"irtual reality
will turn us all into shut-ins!" What is this,
1996? World of Warcraft is the new golf. The reason
it's so incredibly compelling is because it's
FULL OF PEOPLE! - Cory Doctorow, self-employed
journalist, blogger, co-editor of Boing Boing; born in
Canada and now lives in London; EFF Fellow; internet
user since 1987
irtual reality has
existed since the beginning of human history. With
story tellers, drugs, ecstatic experiences etc. Yes the
information technology can create a more enveloping
experience, but it is, by necessity of this very fact,
a less personal one. The science fiction image of the
'wire' junkie, of the kid that lives in VR,
requires more than just a little more computing power
to become feasible. It requires a complete revolution
in our existing technology. The very best created
worlds, those presented by the top end computer games,
are far from convincing as reality. They depend
entirely on two senses - vision and sound. Our
experience of reality depends on at least three other
senses - touch, smell, and taste - with smell being
particularly powerful in our localisation of our
selves. Until there is technology that can provide
stimulation of these senses as well, VR will remain a
tool or a toy, it will not become an alternative to
reality. – Robin Lane,
educator and philosopher, Universidade Federal do Rio
Grande do Sul, Brazil; internet user since
1990
"erious addiction
problems for many" - depends on the meaning of
"many." This will be a social phenomenon, but
probably limited to a small minority in the population.
- Gary Chapman, director, The 21st Century Project,
LBJ School of Public Affairs at the University of Texas
- Austin, internet user since 1982
irtual reality will
not be used seriously except for training simulations
and games, until it can provide for all 5 senses and
reproduce the world in exacting detail - and that
won't happen until a much later date. Much more
interesting is augmented reality and ubiquitous
computing. These technologies will have a major effect
on human interaction with each other and the physical
world, enabled by wireless embedded systems and
dramatic improvements in automated sensing equipment
that are already well underway (such as RFID, GPS
location, and automated barcode and context detecting
using mobile phone cameras). - Simon Woodside, CEO,
Semacode Corporation, based in Ontario, Canada;
internet user since 1992
espite concerns in the
past that the Internet would lead to a breakdown in
human interaction, the opposite has proven to be true.
Interaction with a virtual world may actually provide a
safe environment for people with social challenges to
build their confidence and skills for person-to-person
communication. - Rick Gentry, acquisition coordinator,
Greenpeace; internet user since 1995
s
the hi-def games increase in seductiveness, I do think
more players will see the 'real world' as an
alternate world where they eat, use the bathroom,
sleep, and perhaps work and have sex. Of course there
are many real world obsessions where people may seem
lost or disconnected from a well-rounded and varied set
of life activities. - Steve Cisler, former
senior library scientists for Apple, founder of the
Association for Community Networking, now working on
public-access projects in Guatemala, Ecuador and
Uganda; internet user since 1989
think it could be a productivity boost
in cases where the people are geographically
distributed but interact frequently (e.g. 3D
conferencing). It could also be a boost in prototyping
physical objects (aircraft, cars, etc). I think the
people that would get "lost" in the virtual
reality world would be few and would probably be the
same people who are currently lost in the gaming
world. - Rangi Keen, software engineer,
Centric Software, internet user since 1989
here will be addiction, but it won't
be considered a problem. Well, maybe in the way that
watching television for over four hours a day is
considered a problem. Losing people to alternate
realities? I don't think these people would have
stayed in our reality without the virtual world.
- Carlo Hagemann, professor, Radboud
Universiteit Nijmegen, Netherlands; internet user since
1989
he online world is only ever an
extension of the offline world with a different set of
constraints. Anything that can be a problem in the
physical world can be a problem in the virtual world -
positive and negative. - Lisa Kamm, has
worked in information architecture since 1995 at
organizations including IBM, Agency.com and the ACLU;
internet user since 1987
don't believe there is a "virtual
reality" for many people, neither now nor then.
The internet will become increasingly important both
economically, as the basis for media of communication
as well as for learning and leisure; but online and
offline will increasingly become integrated, and
we'll learn how to manage the respective dangers
and benefits. There will be no more "alternate
realities" and addiction in respect to the
internet than what we can see in respect to TV today.
- Florian Schlichting, Ph.D. candidate, University
College, London
his is not new, fantasy production is
old as fantasy, novels, films, plays, etc. Just another
venue, and as in the old days, somebody gets addicted
or flee into their own fantasy worlds. - Arent
Greve, professor, The Norwegian School of Economics and
Business Administration; internet user since
1983
lternate to what realities? Phone
realities? The most recent Pew study seems to belie
this: those with stronger virtual social ties have
stronger ties generally. – Alex Halavais,
assistant professor, State University of New
York-Buffalo; internet user since 1984
o, this sounds like science fiction. We
won't "lose" people, but people will
likely find virtual reality more interesting than the
offline world. There will be a few people who don't
interact much with the outside world, but there is
something in human nature that craves real, physical
closeness. - Randy Kluver, executive director,
Singapore Internet Research Centre; internet user since
1989
look forward to an updated version of
DSM :-) - Andy Williamson, managing director for
Wairua Consulting Limited, New Zealand; a member of the
NZ government's Digital Strategy Advisory Group;
internet user since 1990
isagree with the addiction premise.
People have always had access to alternate realities.
Some people chose to avail themselves, most don't.
- Sherida Ryan, internet analyst, Openflows
Networks Ltd. (provider of news, analysis, network
facilities and tools for Open Source); internet user
since 1995
irtual realities will certainly be
attractive to addictive personalities. However, it is a
mistake to talk about this (especially in Washington)
in terms of cause and effect. Virtual realities will
not "lead to" addiction problems. People with
addiction problems may find an outlet for expression in
virtual realities, but there will always be outlets for
addictions, with or without virtual realities that are
made possible by the internet. - Nan Dawkins,
co-founder of RedBoots Consulting; internet user since
1997
iven that we barely
understand how immersive imagery is for our brains (and
bodies), there is a strong likelihood that virtual
reality will become less virtual and more reality for
many. However, I see this as an addiction phenomenon
that will likely inspire us to understand unexplored
dimensions of being human. We may "lose
people" to this alternate environments, just as we
"lose people" to drugs, but statement is
probably a tad histrionic. - Barry K. Chudakov,
principal, The Chudakov Company; internet user since
1989
eople find it easier
to have a life online, and do so at the expense of real
life. - Amy Gill, Association of Alternative News
Weeklies, trade association
he concern for
internet addiction is highly overrated - statistics
show that in today's world (where the mantra of
internet addiction can be heard all the time) such
addiction is actually only a minor problem affecting
very small groups of people). I do not see why this
should change in the future. - B. van den Berg,
faculty of philosophy at Erasmus University, Rotterdam,
The Netherlands; internet user since 1993
urrent research seems
to suggest that those who spend much time interacting
online also have many social ties in the face-to-face
realm. - Peter P. Nieckarz Jr., assistant professor
of sociology, Western Carolina University; internet
user since 1993
y the year 2020, I
expect virtual reality to become even more
"domesticated" than is now the case. An
interplay of the "virtual" and
"real" reality will become more intense, but
people will probably become more literate in dealing
with it. "Addiction" to alternate realities
is already a reality, we will have to wait and see
which form it will take. Other forms of
"addiction" to alternate realities (utopian,
political) were easy to observe in the 20th century,
and had a mass effect. The particular form of addiction
that we are discussing here can be seen as one of
these, only based on a different platform and happening
in different socio-political context. - Mirko
Petric, University of Zadar, Croatia; internet user
since 1996
R will only increase
productivity for some people. For most, it will make no
difference in productivity (i.e., how much output); VR
will only change what type of work people do and how it
is done. Naturally, there will be some problems with
"addiction" and non-normative behaviors, but
they will probably not be significantly greater than
what we have seen in other contexts and with other
media. - Ben Detenber, associate professor, Nanyang
Technological University, Singapore
ne needs to be careful
how they operationalise "addiction." To date,
the research has found that very few people are
addicted to the internet per se. There are others that
use the internet because of their addiction. For
example, some gamblers use the internet to gamble
amongst many other avenues. In most cases it is not an
"internet gambling addiction" they have but a
gambling addiction. - Monica Whitty, professor at
Queen's University, Belfast; internet user since
1994
very age has suffered
from analogous addictions. No great loss here. -
Edward Lee Lamoureux, associate professor, Bradley
University
irtual worlds, where
the problems are not real and the pleasures can be
heightened, will lead to addiction problems, just like
gambling, alcohol, and drugs do now. – Jim
Jansen, assistant professor, Penn State University;
internet user since 1993
"irtual
reality" doesn't constitute a different
reality. It is part of the reality that surrounds us.
So the "addiction problems" are new
modalities but not essentially new among the addiction
tendencies of some people. For most cybernauts and
Internet users it is clear that "virtual" is
not an alternate reality. - Raul Trejo-Delarbre,
Universidad Nacional Autonoma de Mexico; internet user
since 1993
ddiction is already a
reality. How many people start the day with their
computer instead of a chat with a live body. - W.
Reid Cornwell, director of The Center for Internet
Research; internet user since 1974
ndividuals who are
predisposed to this type of 'addiction' will
fall victim to virtual realities and escape from life.
For others virtual technologies create powerful tools
for design and for team collaboration. - Kathleen
Pierz, managing partner, The Pierz Group (consultants
in directory assistance/enquiry); internet user since
1985
irst, there is nothing
virtual about digitalised space. It has real-life
effects, rewards and problems. Second: what do we lose
people to today? Is it better to go jump off a
mountainside for your kicks or do drugs than to spend
it in some digital version of reality that feels better
and more rewarding? The main problem isn't that
"virtual worlds" are addictive; it is that
the physical world is not sufficiently challenging and
rewarding. Blaming the media should not be a way out of
fixing the very real social problems the world faces. -
Torill Mortensen, associate professor, Volda
University College, Norway; internet user since
1991
irtual reality is a
pointless and dated term that has no meaning other than
the technical (computer science) definition. We live in
a pervasive communication environment and this will
only increase. The demarcation of virtual and real and
mediated and non-mediated will have no meaning for most
people and is an artifact of older generations. Reality
will be one seamless world that spans face-to-face and
digital areas of action. If anything, the ability to
physically take a class or travel to meet with someone
will be considered an elite privilege. - Ted M.
Coopman, activist, social science researcher,
instructor at the University of Washington, Seattle,
member of AoIR board of directors
think the biological
world still holds some attractions that are needed to
survive and people will be able to moderate their
virtual activities. - Cleo Parker, senior manager,
BBDO (international agency for networked, multi-channel
communications solutions); internet user since
1993
suspect this is
already happening to some extent although it may not be
widely reported. With increased power and
sophistication, it will be possible for computer users
to build "alternate realities" around
themselves and some will find this environment to be so
much more appealing and comfortable than the "real
world" that they will prefer it. I see a future
epidemic, especially among children and teens. -
Michael S. Cann Jr., CEO of Affinio Corporation;
internet user since 1992
ddiction to chat rooms
and online gaming worlds are already emerging as an
issue for the health profession to deal with. Recent
research has highlighted for example, how
teenagers' ability to learn during school hours is
being impacted by a lack of sleep - caused by
late-night SMS/chat sessions. There is a real risk that
some people will become 'lost' to virtual
worlds. - Heath Gibson, competitive intelligence
manager, BigPond, Australia; internet user since
1994
n 2006, this is
already the case. We are not discussing this enough. -
Deborah Jones, freelance journalist; Canadian
technology writer; internet user since 1980
all-sized monitors in
conjunction with speech recognition, artificial
intelligence, wireless broadband and computer power
will take us from television to teleliving. A term
defined by Professor William E. Halal as "a
conversational human-machine dialogue that allows a
more comfortable and convenient way to shop, work,
educate, and conduct most other social
relationships." I agree with his assessment that
people will still crave real social relationships and,
"We will always want to meet our virtual teammates
from time to time, visit real stores to feel the
merchandise, and so on." - Bryan Trogdon,
president, First Semantic (working on a realization of
the Semantic Web); internet user since 1995
human's desire to
reinvent himself, live out his fantasies, overindulge,
addiction will definitely increase. Whole
communities/sub cultures, which even today are a
growing faction, will materialise. We may see a vast
blurring of virtual/real reality with many participants
living an in-effect secluded lifestyle. Only in the
online world will they participate in any form of human
interaction. The gin holes of 19th century London or
the opium dens of Shanghai are very likely outcomes.
I'm looking forward to GA - Gamers Anonymous. -
Robert Eller, Concept Omega, Media & Verteiler,
Celler Blitz; internet user since 1997
e have already lost a
lot of young people to virtual worlds, god knows what
will happen in 2020. - Russell Steele, owner The
Insightworks (provider of tools for research and
teaching in economics and public policy); internet user
since 1995
or some. This is
already a problem with online gambling sites, video
porn, and online interactive games. Especially in
gaming, where pre-programmed action is increasingly
being replaced by the spontaneous actions of real
players, games are becoming even more compelling and
addictive. The more compelling and realistic these
experiences become, the more a certain profile of
person will withdraw from the outside world. Clearly,
new addiction problems will arise. - Kerry Kelley,
VP product marketing, SnapNames.com; internet user
since 1986
eople will always
triumph over the internet. The internet is a robot. No
matter how much sexuality there is online, nothing can
replace a hug of the closeness and touch of a fellow
human. - Stan Felder, president and CEO, Vibrance
Associates, LLC; internet user since 1985
f one simply looks
into the Massively MultiPlayer Gaming worlds of today
one quickly will see the impressive power and influence
these type virtual worlds can and do have on the user
communities. I anticipate that this Interactive
Entertainment model will be duplicated in our
private/social Lives (SIMS) as well as the corporate
and government worlds mainly for the betterment of
mankind - but it can also be abused and become a
replacement for drugs. - Jim (Jacomo) Aimone,
director of network development, HTC; internet user
since 2000
ddiction is a bizarre
metaphor to apply to forms of labor and leisure rather
than drugs. It buys into the medical model's
attacks into popular culture. - Toby Miller,
professor, University of California-Riverside; internet
user since 1990
cannot comment here
because I am too jealous of my own time to devote any
of it to a virtual reality exercise. There is too much
to do in the real world. - Ralph Blanchard,
investor, information services entrepreneur; internet
user since 1994
ociety loses people to
alternate realities today through drugs, alcohol,
gambling, reality shows, and sim games. - Ted
Summerfield, president, Punzhu.com
imulations will
develop to where some players' experiences so
closely mimic reality that the players will be
stimulated with same neurotransmitters that drive
feelings of love and pleasure in the real world. There
will be simulations as addictive as nicotine and
cocaine, but without same degree of societal antipathy.
- Sean Mead, consultant for Interbrand Analytics,
Design Forum, Mead Mead & Clark and other
companies; internet user since 1989
ddictive personalities
will always find something to be addicted to; if
virtual-reality worlds do not exist, they will find
something else for their addiction. So although I agree
that it will lead to "serious addiction problems
for many," it will be a displaced addiction,
displaced from something else that would have borne the
brunt of their addiction. - Jeffrey Branzburg,
educational consultant; internet user since 1997
hile virtual reality
may suck some into unbalanced lives, there is also the
chance that face-to-face friends, family and community
will become more meaningful as complement to the online
part of life. - Janet Salmons, president,
Vision2Lead Inc. (consultants on organizational
leadership and development and virtual learning);
internet user since 1985
nline life already
supports off-line life. People want to see each other
face to face. Some people will get sucked into virtual
reality - Everquest players, for instance. This
"addiction" might be a problem for some but
not widespread. - Susan Wilhite, design
anthropologist, Habitat for Humanity; internet user
since 1993
e already have large
numbers of people addicted to various forms of
technologies as well as to pornography and gambling on
the Internet. As the quality of virtual reality
increases, it will attract more users and the numbers
of cyber-addicts will increase. - Thomas J. Lenzo,
technology consultant, clients include Kaiser
Permanente, Parsons Engineering, and others; internet
user since 1979
gain, this will move
faster than we realize if business moves to virtual
reality. The place where it really makes sense is in
medicine, earth sciences, science altogether but most
people won't be able to distinguish between the
real world and their virtual world. - Judy Laing,
Southern California Public Radio; internet user since
1995
e are seeing signs of
the escapist in children today, more and more spend
time on the internet (Read PEW Internet Reports) living
the virtual life! Would they know who they really are?
Would we? - Alik Khanna, Smart Analyst Inc.
(business employing financial analysts in India);
internet user since 1996
or some, addiction to
technology-based activities such as gaming or social
networks is already a reality. As the technology
improves and its reach widens, so will the number of
people whose only means of establishing
"control" of their lives through a virtual
existence to the cost of their real lives. –
J. Fox, a respondent who chose not to share his/her
specific identity
he "Star
Trek" holodeck is beyond 2020. Various forms of
online addiction such as gaming are already reality. Is
an online gamer more valuable than a passive couch
potato watching TV? - Brian T. Nakamoto,
Everyone.net (a leading provider of outsourced email
solutions for individuals and companies around the
world); internet user since 1990
ost people will
continue to associate in the "real world" and
use the virtual technology as a supplemental
communication channel rather than an alternative
experience. - Ellen K. Sullivan, former diplomat,
policy fellow, George Mason University School of Public
Policy; internet user since 1988
believe this
statement is an adequate summary of the parallel
contradictory trends. Many of the trends we will see
will have contradictory countervailing trends as well.
But the accumulation of power and control via the
effective use of technology will have devastating
effects in many unanticipated ways. - Benjamin
Ben-Baruch, senior market intelligence consultant and
applied sociologist, Aquent, General Motors, Eastern
Michigan University; internet user since 1980
am quite confident
that real is real, virtual is virtual. These two cannot
be replaced with each other in our daily life. -
Yiu Chan, internet user since 1995
eal-world addictive
pursuits, such as gambling and using pornography, are
easier to access online. This will post problems for
those with difficulties in this area. - Mark
Crowley, researcher, The Customer Respect Group;
internet user since 1995
es, these technologies
allow us to find cohorts, which eventually will serve
to decrease mass shared values & experiences. More
than cultural fragmentation, it will aid a
fragmentation of deeper levels of shared reality. -
Denzil Meyers, founder and president, Widgetwonder
(internal branding consultants and facilitators of
corporate storytelling), Applied Improvisation Network;
internet user since 1993
also believe that
virtual, once the technology begins to incorporate
additional senses (especially tactile ones) will take
virtual, commercial pornography to new - and dangerous
- levels. - Roger Scimé, self-employed web
designer; internet user since 1994
hat covers it. -
Gordon MacDiarmid, Lobo Internet Services; internet
user since 1988
lthough some people
prefer to be plugged in to "The Matrix," most
realise that the true benefit of online activity is how
it can empower your "real life" - not your
"second life." - Peter Kim, senior
analyst, marketing strategy and technology team,
Forrester Research; internet user since 1993
ddiction is a feature
included in a small percentage of the current release
of human beings. Virtual reality addiction will likely
capture a portion of those who would otherwise have
turned to more organic forms of addiction like alcohol,
Sudoku, or chocolate. - Jeff Hammond, VP, Rhea and
Kaiser; internet user since 1992
here is plenty of
evidence already to support this with all of the
online, multi-player gaming. Anyone with a teenager can
tell you that it is already a problem. - Paul
Craven, director of enterprise communications, U.S.
Department of Labor; internet user since 1993
eople with addict
personalities will have this problem, but not very
different from the present. - Mario Rios, TDCLA
(Tecnologías del Conocimiento, an e-learning group),
Chile; internet user since 1997
here's something else I'd like
to add: Virtual reality will be a drain for the
"savvy communities," too. To be within the
"savvy community," it is a must to keep
oneself updating. As time goes on, as age comes, the
strength to keep oneself updated diminishes. When this
strength is zeroed, is completely out of the savvy
community. We won't lose people to alternate
realities, we will lose people to mental problems. -
Ivair Bigaran, Global Messenger Courier do Brasil,
American Box Serviço Int'l S/C Ltda.; internet user
since 1994
ould we say that television has led to
serious addiction problems for many and that we have
lost people to alternate realities? Probably not,
because TV has become so integrated into our culture.
Maybe the same will apply to virtual reality. –
Henry Potts, professor, University College, London;
internet user since 1990
e
need to be aware of the way technology can isolate
people from real relationships with others. Addictions
are also a real concern. Technology often allows one to
become more anonymous, thus leading to more destructive
behaviors when not held accountable. - Jeff Bohrer,
learning technology consultant, University of
Wisconsin-Madison; internet user since 1993
here are benefits and drawbacks to any
technology use. It is possible to make the argument, I
think, that we have "lost" people to an
agricultural society, which for the most part
doesn't exist in the way that many wish that it
would and that farm subsidies support a
technology-based life style at the expense of some
other life styles. Separately, we may indeed lose
people to alternate realities. The result of this
choice of focus on the part of some may also benefit
the human species. - Mary Ann Allison, chairman and
chief cybernetics officer, The Allison Group, LLC;
futurist; internet user since 1981
aa, my father will still be alive in
2020, and with life increase due to technology [ironic,
non?] many of his generation so will be. Give it more
time, as dinosaurs get extinct. - Wainer Lusoli,
University of Chester, UK; former research fellow,
European Studies Research Institute (2003-2005);
internet user since 1994
es, there will be a media-fueled
awareness of "VR addiction" and public-health
campaigns will target it. However, the virtual
communities formed via electronic networks will be far
more powerful, transformative and important. -
Daniel Conover, new-media developer, Evening Post
Publishing; internet user since 1994
e
have already seen examples of this in the recent past.
Anyone that was an early user of AOL recognized its
addictive nature. People were going broke because they
paid for access by the hour. You could say the same
thing about some computer games as well. –
Robert Lunn, Focalpoint Analytics; worked as a
senior research analyst on the 2004 Digital Future
Report: Surveying the Digital Future, produced by the
USC Annenberg School Center for the Digital
Future
his has been the tired wail of every
generation since Gutenberg threatened the world with
the attractive alternate reality of literacy. Reality
simply expands to take in the new "alternate"
and become richer. - Walt Dickie, VP and CTO,
C&R Research; internet user since 1992
ctually, there are Internet addicts. But
the Internet is becoming increasingly transparent, just
as air is. We will be using it all the time as part of
our daily life, just as we constantly breathe air.
Therefore, we cannot become addicts to Internet anymore
than we can become addicts to air. - María Laura
Ferreyra, strategic planner, Instituto Universitario
Aeronautico; ISOC member in Argentina; internet user
since 1996
t
is not the type of technology that is addictive. Online
community-type video games right have some people so
addicted that they play for eight or 10 hours per day.
I can't see where virtual reality can make the
situation much worse. - Doug Olenick, computer
technology editor, TWICE (This Week In Consumer
Electronics) Magazine; internet user since
1996
don't believe that in a relatively short term of
time, like it is 15 years, the virtual reality
substitutes to the real world. The human being even has
a lot of road that to travel in that sense. -
Sabino M. Rodriguez, MC&S Services; internet
user since 1994
agree fully to the first part (I mean,
I'm one of those ;-), but the second issue is more
in the section of "computer games addiction,"
"chat fever" or something similarly harmless
for ordinary people. Historically, numerous religious
people have virtually lived "in a world
beyond" and I would argue that certain Eastern
religions based on the unreality of the real world
systematically promote a similar escapism via
meditation etc. Not a big issue. - Mikkel Holm
Sørensen, software and intelligence manager, Actics
Ltd. (ethical management systems); internet user since
1997
hat already happens with drugs,
gambling, church, and TV, but in a virtual world one
can now live 24/7, working, earning money, paying
bills, and entertaining oneself. - Alix L. Paultre,
executive editor, Hearst Business Media, Smartalix.com,
Zep Tepi Publishing; internet user since
1996
lready people are list in virtual
reality. Living in one's head is a basic human
trait. As the telephone is an extension of the ear; the
automobile is an extension of the leg; cameras are
extensions of the eyes, computers can be said to be
extensions of the brain. When it becomes easier to live
inside your head, because you can bank online, order
food online, entertain yourself online and so forth,
people are less motivated to move out of their brains
and into their active, physical lives. - Elle
Tracy, president and e-strategies consultant, The
Results Group; internet user since 1993
his has already come to pass as the
opportunity for non-personal communication appeals to
the typical human nature. Real human interaction is an
inherently difficult process that most are able to
overcome, while many are not. The ability to
communicate with the anonymity afforded by even
something as comparatively ordinary as email makes it
easy for anyone to avoid direct communication and
contact. The possibility of virtual worlds will
probably open up a whole new category of psychoses for
discussion. - Al Amersdorfer, president and CEO,
Automotive Internet Technologies; internet user since
1985
nce propagated and adopted, the
potential is very high for the emergence of a critical
mass of alternate realities applications that would
dilute the gains in productivity yielded by the
business adopters. - Kevin McFall, director, Online
Products & Affiliate Programs, Tribune Media
Services, NextCast Media; internet user since
1984
his "serious addiction" label
is applied too loosely in many current scenarios and
I'm sad to see it applied here. There are always
individuals willing to give up their own autonomy and
if VR is an option, a few will fall that way. Overall,
VR holds great promise for breaking down barriers both
geographical and temporal. - Suzanne Stefanac,
author and interactive media strategist,
dispatchesfromblogistan.com; internet user since
1989
he virtual reality provided by some
electronic communication now I believe has social
consequences - there are cases of new medical problems
for example with individuals "addicted" to
SMS messaging. Although virtual reality may be a boon
to productivity in some communities it may be another
diversion for many more. Ultimately shouldn't
technology serve reality? - Jean-Pierre Calabretto,
former professional now a Ph.D. student at University
of South Australia; internet user since
1989
here are many people in alternative
realities now - drug addiction, gambling, shopping
channel (ha ha). It would be surprising if VR does not
claim a certain number of people as well. - Jeff
Corman, government policy analyst, Industry Canada,
Government of Canada; internet user since
1995
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