Decades long perspective from Rushkoff. Besides things like tele-medicine, additive manufacturing. The dominant mode in the near term may be "fitness". Think Peleton branded headsets for Martian surface bike rides. Beat Sabre is often employed as a sweat inducing workout ;)<p>Regarding creative self-actualization, we often hear the refrain that VR represents a new canvas for immersive storytelling. But as of yet, a Kubrick or Spielberg has not materialized to master the medium's potential.<p>Escaping the Strange Loop<p><a href="https://www.eurofusion-research.com/" rel="nofollow">https://www.eurofusion-research.com/</a>
I don't know what this article is really talking about. Yes lots of people hyped it, but it's still a relatively new platform, and perhaps also a new kind of medium, once more peripherals become mainstream. I have been buying VR games and although the don't have the depth of other platforms mostly because of hardware limitations, it's definitely making progress.
Proper VR worlds will become mainstream like MMOs have, it's just a matter of time until all the parts become integrated well enough.
> If the current iteration of virtual and augmented reality really does take off this time, I fear it will be as an entertainment, yet another diversion from the supposedly untenable reality of being human.<p>Is entertainment such a problem? I realize one can produce or consume too much of it. Yet play and storytelling predate all modern technology, and I personally think they are an essential part of being human.
vr is a tv but really close to your face. It's strange to think it has more revolutionary or creative potential than a PS4. The dream of radical transformation through creativity was always just a dream, even if the dreamer was awake, on LSD