
hat
is in the nature of it.
ell, yes, but aren't some people
addicted to "real life" in equally unhealthy
ways?
UH.
his is a very real danger.
ot a big problem.
he appeal of virtuality will lead to
problems for some, as existence in virtual spaces
becomes increasingly available and possible. Social
resources will need to be shifted to address these
concerns.
e
will have to alter our notions of virtual and real.
Human beings began to alter the real a long time ago -
whatever the word "real" means.
ow sad, but it's reality for the
future.
reater productivity may be
illusory.
nd they will claim they are not lost,
but they have found their true world. And there will be
serious debate about that.
ugmented reality will be more common
than virtual reality.
here is a growing addiction in the
making.
ign me up.
he top addiction problem that will be
addressed is our addiction to technology and
computers.
he alternate realities we create are
part of our "real world."
"ead
to"? Check out MRPGs now - inhabiting a virtual
world at the expense of the real one is already an
issue.
t's this way today – ever
played "World of Warcraft"?
necdotal evidence regarding suicide
among those who play a lot of games seems to support
this.
his is already happening. I am trying to
reclaim the time I used to spend reading but now spend
tooling around on the Internet. Not only will we end up
feeling drained but more and more of the
"facts" we think we know we will be unable to
identify where they came from. Without being able to
recall where we read one thing or another we will
become more vulnerable to misinformation.
eople will also be forced to use the
internet and technologies more which will create a
cycle of dependency and obsession over remaining
connected for as much as possible.
irtual reality effects are exaggerated,
however, non-face to face exchanges of all kinds,
including sex, will grow.
e
already see evidence of this with MMOG's like World
of Warcraft and Everquest (referred to by many as
Evercrack). However, AIrtual companies, development
shops, etc., will put virtual reality to good
use.
e
already are losing people not only to VR, but to
interactive spaces, and the divide between passive
media consumers and interactive media users is
widening. The place to look is at teenagers and
pre-teenagers, and the signs are ominous, not only of
their weight problems, but of sharp divisions in
cognition between young people who are awake and
engaged, and young people who seem consumed by an odd
listlessness, a dullness that nothing, not even
interactive media and VR, can penetrate. I'd argue
that soon entirely separate school systems will be
necessary, because there will be little crossover in
that divide.
es, just as people are so easily lured
into the quicksand of drugs, people will also be lured
into virtual worlds where they can experience the power
that is denied them in the real world. So sad, but I
see it coming.
he people we are losing and will lose
will be the youth of our country. Now, I realize that I
sound like an aging individual...bummer. But the fact
is that "screen time" and I mean TV, gaming
consoles, PC's, etc., appears to rob children of
basic developmental processes. I witness limitations in
the ability of younger individuals to think creatively,
abstractly, and spontaneously. Does anyone tell their
children to just "go outside and play"?
Virtual reality is created, conceived of, and presented
by someone else...through the programs and AI it is
delivered to another human...seems
self-limiting.
oo many people already have a serious
problem discerning fantasy from reality, not to mention
that they don't want to interact with other human
beings. I see that this as a serious problem. I grew up
when people were killing themselves because they
believed that they were their characters in D&D -
VR will just fuel the fire.
here will certainly be VR addicts,
mostly in gaming and porno worlds. But I doubt VR will
replace the office.
his is especially true in the area of
men and pornography. It is wrecking lives today and
careers and as it becomes even more realistic it will
destroy families and committed relationships by making
this stuff so easily accessible to so many that may
have addictions to this stuff - the same as
gambling.
ntil smell and tactile sensation is
fully integrated into virtual reality, not a major
problem - and I don't believe true five-sense
virtual reality will be available in 2020. In addition,
such a problem may only exist for the set of addictive
personalities who are already abusing various
escapes
eople are addicted today to many
different things. People were addicted to things in the
past and will continue to be addicted to things in the
present. Addictions will continue and change with the
times.
eople do not get "lost" in
alternate realities. People choose to participate in
alternate realities because they find it an efficient
way to communicate with other people and build
communities. This dystopian view of "getting
lost" was also prevalent when the Internet first
became mainstream. However, people have not gotten
"lost" on the Internet, even when
participating in alternate spaces such as MOO's
(MUD – object-oriented) and MUD's (multi-user
domains). If the VR structure is especially appealing
to some, they will incorporate participation in it as
part of their daily lives. The VR communities will
supplement "RL" (real life) with respects to
entertainment, work, and social support.
hose who are inclined to serious
addiction will always find something to be seriously
addicted to, whether it is watching sports, tending to
a garden, or living in alternate realities. People who
spend time in Everquest were surveyed about whether
they thought of themselves as citizens of the real
world who sometimes play in Everquest, or citizens of
Everquest who sometimes play in the real world.
Something like 60% responded the latter.
here will always be a minority of people
who are addicted to whatever there is to be addicted
to. So, it will be alternate reality for some. This
problem is overblown.
e
already lose people to alternate realities. I've
known at least three people who fabricated enough of
their life online that they just had to suicide that
life in order to retain their real one.
here are limits, and human interaction
is essential for most of us; only those already
disconnected will drift off totally.
an you imagine an implanted chip that
allows a person to enter an alternative reality
anywhere or any time? Nightmarish image.
his is already the case and it will
increase with more-immersive environments.
rug addiction will continue to be a
bigger problem than "internet-related"
addictions. Only if virtual reality mixes with
meatspace chemicals will the problem become more
reality than sensationalist hype.
eople are designed for community. The
pendulum will swing but ultimately we will find the
need for others.
very new technology brings new problems
and this is unavoidable. The measure of our societies
is how we deal with the problems. Criminalise or
socialise.
agree about the productivity. However, I think the
addiction problem will happen for a very small
minority.
irtual reality is dead. Everything is
virtual. If by VR you mean persistent virtual worlds,
or synthetic worlds, the question would be different,
and so would the answers be.
don't think this will be too large a percentage of
the population.
real problem will be the loss of some key social
interaction skills for some.
don't know that computers are any more addictive
than other obsessions that trap people in their grip -
it's just that we tend to be more suspicious of
computers than we are of alcohol and drugs and
gambling.
his seems to be already happening for
some even with today's online games, and by 2020
today's most enthusiastic gamers will be well up
the age scale
agree this will happen, but I'm not sure it will by
2020.
uman behavior
sophistication/discrimination will help to maintain
sanity.
ou can see it happening already in the
anti-social behavior depicted by our children who
consider a playdate to be each person taking their turn
using the PSP or GameBoy.
ut so what? Some people have always
chosen "alternate realities" such as
meditation, drugs, and even just eternal
irresponsibility.
here is in my opinion a single-digit
percentage of the population that might be effected as
described above.
definitely see this as an issue. Each new "big
thing" sees people who go overboard with it and
leads to addiction. Virtual reality can certainly be
abused, as can other ways to "escape" reality
such as drugs, alcohol, etc.
he pervasiveness of virtual realities
will allow people to create multiple identities,
however the human connection and the need to fit in
with others will continue to be issues for most. Thus,
those who do not have strong personal and human ties
will be easily lured by the attractive nature of the
virtual-reality worlds but at the cost of true lasting
relationships.
f
it's virtual, it cannot be real. So this prediction
is just a stupid formulation. What is sure is that the
value will remain in the reaction to other users. The
virtual world has no value if it does not bring a user
benefit in the real one. But we can nevertheless be
faced with misunderstanding from some customers
es, we're already seeing that by the
"Evercrack" and similar MMO games that take
people away from the "real world" in terms of
entertainment and socializing. Teen-agers rush home
after school and IM with each other (although are they
just IMing with ways to meet each other later?).
Everything done beyond moderation can be addicting,
whether it's Internet usage, going online in a
virtual world or drinking to excess. Advances in
virtual world technologies will only add one more thing
that people can get addicted to. On the other hand, I
do agree that virtual reality will allow more
productivity for people in tech-savvy communities, as
it will be easier for them to work without the
distractions of the typical "physical
workplace." As much as had been argued about the
need for in-person meetings and the "water
cooler," I don't think it's as important
as people are arguing.
aming is already being associated with
mental illness. Cell phones and iPods are today's
cigarettes. The over stimulation many young people face
will cause them to burn out faster.
don't agree that this is bad. The line between this
reality and virtual reality will increasingly become
blurred. But it won't make a difference. Money will
be the same in either reality, as will love and human
contact. Ultimately, many people will juggle two lives,
while some who are unable to cope, will settle on a
single life - either in this reality or in virtual
reality. That number will be a small percentage, and I
suspect will be little different from the number of
people who use drugs now as escapism.
e're already having problems with
people becoming addicted to online worlds - chat rooms,
online gambling for teenagers, blogging for adults -
yes, the problem will be worse.
ook at the insular world that is being
created by iPods, noise-reducing headsets, and
personalized video players.
am afraid this is a likely scenario with people being
lost to virtual worlds.
he sensations that can be delivered via
electronics and mechanics will exceed the sensations
created by drugs.
eality is relative anyway.
ow will those who live in poverty and
diminishing opportunity today not be bitter and more
activist in the future? Terrorism within our own
population will be the cause of the biggest drain and
those lost in virtual reality (whether computer- or
wealth-simulated) will probably be the first victims.
This is not a threat, but seems a sad possibility all
around.
he internet is already a huge black hole
for time.
he workplace will not change that much
in 14 years.
irtual reality will never surpass the
fantasizing power of the human mind! It might as well
be said that chronic daydreamers are "imagination
addicts."
he question is irrelevant. Anything can
be addicting and detrimental, and for many VR already
is. So what?
doubt that it will be worse than it is now. If, on the
other hand, we dramatically improve our holographic,
smell, and haptic (touch) capabilities, virtually
reality could indeed become increasingly threatening to
real world relationships.
ot only addiction, but time-wasting on a
level rivalled only by television. We've seen
studies of work-unrelated 'puter use in the
workplace; at home, by all ages, not just
Runescape-addled teens, the computer sucks time from
front porch neighborliness, home maintenance, physical
activity, community involvement.
"eal
world" person-to-person jobs will always be
important. There will be those who seem to prefer the
alternate reality that technology brings them, but
there numbers will not be significant.
here are many people who can't
handle technological progress, from a while back, like
fire, wheels, cars, guns, etc.
s
this is happening with teleworking and IM/chatting
already, the more impressive the presented reality the
more this will happen.
t's already happening with young
people. They live online in ways they can't
possibly stomach offline. If they can find a way to
make money from these activities and they can keep most
of them hidden from whomever they choose, they will
continue to retreat into their cocoon.
e
see this trend in gaming already.
his one is obvious. They don't call
it "EverCrack" for nothing. MMORPGs
(massively multiplayer online role-playing games) are
extremely addictive; we're already there.
s
we are learning from the gaming generation, online
activities can encourage social behaviors. Addiction is
a possibility, not a probability.
irtual reality by 2020 will likely be
fully immersive - possibly to an extent made possible
only by network connections to brain circuitry. But we
will NOT see it in business except in narrow niches. As
for addiction, we've heard that song before about
video games.
here will always be a portion of the
population who will be "addicted" to
something - but I don't think this will become
rampant.
oral panics have accompanied every new
medium so far. Psychos as well as Lud-omaniacs will
continue to abound, but will not be the product of
virtual reality.
or most people on the planet, living in
the "real world" is no bargain. That's
why we have Disney World and Las Vegas. Virtual reality
will be a much less expensive and safe way to escape
the everyday burdens of life - a much needed
improvement over drugs, alcohol and what is otherwise
truly self-destructive behavior.
hilst some will become addicted the
majority won't, virtual reality will come in many
different forms, holograms, virtual screens projected
into specific areas of control, (reality today) and any
surface or non surface people want to communicate, VR
will become a communications and life aid
any people are already addicted to
virtual realities (such as online games). Increases in
immersive technology will only increase the problems.
However, I believe the promises of VR at those levels
are still further off than 2020, given the slow rate of
global technological advances taken as a whole (e.g.,
disparity between industrialized and Global South
nations w/r/t technological infrastructure).
ne could write an essay on this one. A
short answer is that people will be no more or less in
alternate realities than they ever have been.
n
my opinion, this is happening on many levels
already.
dooms day technologically deterministic view like many
we have seen before.
articipation in virtual-reality worlds
has and will continue to have limits, similar to those
of real worlds. The life cycles of community formation
and dissolution will mark online worlds just as they do
offline worlds. Moreover, as the novelty of
virtual-reality worlds wears off, participation in them
will hold steady or even decrease, thereby containing
addiction to them.
he greater problem will arise from the
increasing knowledge and economic gap between those
benefiting from the technological savvy and those
"left behind in the real world."
eople will increasingly not notice the
technology, reality will include technology, the
concept of VR will seem odd.
ook to current consumption of online
games. While these participants are arguably different
from the mainstream, in their early uptake of new
technologies for one example, other populations have
demonstrated "addictive" qualities with
social software that is not online gaming.
irtual reality will disappear, as it
ought to for a long time already - the internet will be
more and more part of everyday life, certainly not a
disconnected and separated entity
his scenario will doubtless play out for
at least "some," but I'm not sure it will
for "many."
think we have a good example already: a table of
teenagers all sitting and talking on their cell phones
rather than to each other.
umans control the technology. Sure, some
of the virtual reality applications will be good enough
to imply reality, but it is still a virtual reality,
the key word being "virtual."
e
have to pay more attention to the impact of VR. Our
world is going to be untrustable - e.g.: we can't
trust photos or video as the images there can be fake.
This is going to be a serious social impact to our
world.
ven children make the difference between
their tales and the reality. And they can switch at
will.
t
is happening right now with many playing MMORPGs. If
you have the best spaceship in a community it does
matter, and you won't be so sad that you can't
have the best car in the real-world
neighborhood.
irtual reality would be in
"real-life" reality as much as telephone,
radio and TV. Fears and prejudice about it would be
finally displaced. Everybody will know the difference
between face-to-face and online communication and will
use it as a tool to grow their support and work
networks.
ddiction may be the case with some, but
only very limited occupations can shift online. This
scenario concerns a limited, privileged number of
people.
haven't seen much promise for this proposed
"virtual reality" idea. Either the technology
hasn't evolved enough yet, or we haven't found
any practical application for it. I do think that
ubiquitousness of computing and connectivity will help
productivity, but when the systems go down there will
be generations of people who don't know how to use
a phone book.
t's not clear that ICT has increased
productivity in general, so why would VR on the
internet increase productivity?
eal world and virtual world will have
strong fights. In 2020, the heat of the battlefield
will be over and we will be licking our wounds.
his seems inevitable. To not recognize
this as truth is to hold that legal alcohol will result
in zero hangovers. On the other hand, heroin and
cocaine were once legally purchased from English
pharmacies and the country didn't turn into
gutter-dwelling addicts. Addiction will remain
addiction - whether it's alcohol, gambling, drugs
or a fantasy life.
he broader concern is that we are
human-machine instead of human-human, losing the
commons, losing the community.
erious addiction is most likely as
virtual reality takes over gaming and recreation. It
will work well for some people but the majority will
prefer the real world.
amers already exhibit some of these
problems.
t's already happening today - I
watch my 14-year-old son lose himself every day in a
virtual reality-based game. At the same time, he is
incredibly productive in that world, building and
creating.
ot my cup of tea, but judging how my
students behave re technology, this is a serious risk
for some people.
echnology doesn't always increase
productivity.
here will be a problem; indeed there
already is a problem - but the way this is phrased is
over-stated. Plus, addictiveness will be very
limited.
e
already have this problem with religion. The central
issue is one of personality and behavioural
defects.
o
be lured by such things is certainly a part of human
nature and this can be damaging if it is not
balanced.
eople will still be interested in real
life. For fifty years, large numbers of Americans sat
in front of the TV every evening from 6 PM to at least
10 PM. Is the Internet so different?
he terminology here is troubling: The
tidy divide between "virtual" and
"real" has never existed, and/or long ago
became very blurred. The hysteria about
"addiction" is a kind of moral panic around
technology that we saw with TV and phones - telephony
itself permits "virtual reality" after all!
It is nothing new. But the idea of teenagers,
especially, descending into some unholy hell of
virtuality where all is pleasure, where there is no
responsibility, and they die because they forget to
stop and eat, is just plain silly.
his trend, whether it happens by 2020 or
not, portends danger to individuals as well as to our
societies. The "addiction" to gaming that we
see setting in among increasing numbers of adolescents
and young adults reveals their vulnerability. Only
yesterday, a local newspaper ran a story of a
grandmotherly woman who spend 12+ hours a day online in
"Second Life"; it appeared that her avatar
was more dominant and more important to her life than
her real persona.
don't disagree with the addiction prediction, but I
do disagree with the productivity increase. Most people
who use a computer still double-click on hyperlinks;
they are a long way from being able to benefit from
collaboration in a virtual world.
arts of this are true - but we have
always had among us on earth those whose reality varied
from the observable. I don't think that will
increase much.
irtual work makes workers more effective
but does not substitute for real world activities.
Virtual world trap is less dangerous than drugs and
Disney movies.
ne only needs to look at the gamer
community to understand that there can be too much of a
good thing. Nevertheless, I think that only a small
percentage of the population will face this
problem.
he medical training virtual medical
center currently set up in "Second Life" is
an interesting example of virtual-world training
supporting increased productivity and efficient use of
resources in RL. It was not envisioned or directed by
the games' owners, simply set up independently like
the rest of the Second Life VR, and used for this
private purpose. Addictive personalities may indeed
have problems with this as such VRs continue to become
more "realistic," and potentially more
appealing than RL. On the other hand, by finding
like-minded individuals unlimited by geography, these
persons may also be afforded human connections and
interactions rather than being isolated. Ultimately, I
suspect it is a net/net situation or nearly so, as
individuals with this type of issue might well have
become "addicted" to video games in the
'80s or '90s, or Home Shopping Network, or
gambling, or something else some other time.
he amount of people who are involved in
online games and communities will swell as the
technology gets cheaper and easier to use.
e
know that people do best with FTF (face-to-face)
relationships. This fear has been around for a while,
going back to at least MUDs (multi-user
domains).
e
already experiencing this type of issue with the
dissemination of chatting and webloggers, exposing some
web surfers to the so-called e-addiction, but this type
of addictive won't be in any manner a threat to
society. Let people have fun with that virtual
reality.
e
have yet to find evidence of any kind of real
"media addiction," why expect we will find
one related to virtual media?
fully agree on this issue and the best example
regarding addiction problem is in Bangladesh.
t
is already happening, South Korea being the unfortunate
pioneer.
irtual reality is booming, but people
can make the break from it so as not to be addicted.
Some technologies can be exported, and this could cause
workers to be affected and uncared for.
believe this will happen more and more in the homes,
where people disconnect from their environments and
immerse themselves in VR worlds.
s
with other "new" fads like hula-hoops,
hopscotch, television, video games etc, the Internet
and VR will lose much of their addictiveness, and will
be commonly used for specific purposes in specific
timeslots.
he real community will always play a big
role. Until we have virtual family/child raising,
children will always be raised directly, and direct
communication will be seen as a standard. Virtual
communication will grow, and addiction will be a
problem, but I don't believe to the extent
you're stating above.
irtual reality provides no more
addiction than obedience, gambling, video games,
television, caffeine, or sugar.
irtual reality was a wet dream in the
'90s and is irrelevant these days. The whole notion
of disembodiment has been proven wrong. This will be
also the case in the two decades from now.
es some people will have addiction
problems, but I don't think it will be necessarily
worse than any other addicting environments, e.g.,
casinos, that exist today. I think the virtual reality
worlds will draw people together just as email, the
Internet, chat and multi-player online games do
now.
hile I suspect that some will be
affected negatively by additions to virtual-reality
worlds, I don't believe the "many" will
be beyond the "many" who suffer various
addictions today (many addictions are to substances
which also allow access to a world
"different" in some sense from the one to
which people attempt to escape)
e
are human beings. The tangible world is still the
escape from technology.
believe the rate of "loss" to this kind of
phenomena is basically fixed. I'm also skeptical
about how real these experiences will feel.
o
question on this. But I do wonder why we assume this is
such a bad thing, or so much worse than many of the
alternatives.
he "virtual reality" world
indicated above will be that of computer games. The
addiction to interactive computer games is likely to
increase. Other than that, I do not think that virtual
reality will have a big impact on society in
2020
ore si-fi! Yes, VR will be better than
today and provide benefits - but people still have to
eat and buy food i.e. they live in the real
world.
his is already happening with many
virtual reality games, and that will likely attract the
most attention. The more insidious virtual reality is
the virtual reality that already engulfs many people,
the virtual reality of news and media that surrounds us
today. This is not called a "game" but in
fact it is the biggest game.
f
our experience with trekkies, gaming addicts and
Internet junkies are predictive, people will completely
lose a sense of reality or knowledge of how to interact
with other people. By the same token, spoken and
written communications will be reduced to blurbs and
sound bytes, and newspapers will more closely resemble
texting-style English.
.g., gambling or prescription drugs on
line right now.
here is no research to support the idea
of large-scale addiction problems now and there is no
reason to believe VR would accelerate the problem.
Further, it is unlikely that VR will take off.
ork is not progressing well in this area
- the only two internet-based applications that most
people use - email and web. This isn't anywhere
close in R&D and hasn't advanced at all in the
last few years. People don't want to pay more for
communication and will be less likely to do so in the
next 10 years - don't think "virtual
reality" is even the right concept.
gain the scenario is misleading by
combining professional and private use. Addiction in
private use will come from marketing, as we see now
with videogames, not from the nature of technology nor
the inclination of the users.
his will not be measurable in any
meaningful way.
he prediction is that by 2020 world
travel, as we know it today, will not be possible -
there will simply not be the oil to freely move around
the globe. Virtual reality will be the way we
communicate globally and "travel." I am not
sure that addiction to virtual reality is necessarily
any more harmful than other addictions, and most people
are not going to be lost to alternate realities.
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