Thursday 5 March 2009

Virtual Reality - Pt 1: The Digital Age

It seems that our lives are becoming increasingly more virtual. Not in the all-encompassing way of films like The Matrix or Lawnmower Man (although its no great stretch of the imagination to envisage a world like that in the future), rather a virtual reality that we have a detachment from that keeps us in the real world. Digital technology has replaced the need for physical items in many aspects of our lives, most prominently entertainment. For many of us our computer has become central, integral even, to our daily business. As consumers, many of our favourite "possessions" exist on our hard drives, likewise a great proportion of our social lives are spent online.

If we look at music, the days of having physical collections of CDs or records taking pride of place in their rack, shelf or strewn about the place possibly not in their correct sleeves are gone, instead replaced by some sort of organised system found in the My Documents folder on your computer. The only physical space required for an extensive music collection is the hard drive itself, which we measure in terms of Gigabytes rather than metres (or feet). The way we acquire music has changed similarly, virtual stores like iTunes or Beatport have replace the traditional record shop providing convenience (instant downloads, pick the tunes you want, no disappointment of finding out the record you want is out of stock) at the cost of the record shop experience (the excitement of looking through the artwork on the way home, the personal touch of talking to the staff and receiving recommendations).

For movie lovers, downloading the latest Hollywood titles, and watching them on your PC connected to a TV or decent monitor, is often better than renting movies from the likes of Blockbuster or LoveFilm, only to find that when its finally in stock the disc is scratched and ends up skipping at the best bit. Again, the convenience of instant downloads comes at the cost of the personal touch of dealing with the film-lovers working at your local rental store. Although the sheer size of movie downloads can also take the "instant" out of the download process.

Keeping up to date with the latest news is even easier now with the multitude of websites that provide breaking stories almost immediately. The need to sit down and flick through pages of crap and adverts in newspapers that tell you what happened yesterday is effectively gone.

MySpace, Facebook, YouTube and the millions of forums and other social websites provide ways of communicating with each other that were practically impossible only a few years ago. We can talk with people all over the world at any time with costs and timezones practically irrelevant.

These are just a few examples of the sort of virtual reality that exists in our lives. Of course, we still exist in physical reality, we still need physical goods, we all need to eat, we all need a roof over our head, our computers, TVs and stereos need manufacturing and the electricity required to power them has to come from somewhere. Watching a film at home is not as good as going to the cinema, listening to music at home is a completely different experience to going to a concert or club event, reading a newspaper on the train to work is often more practical and convenient than surfing the net on a laptop. And of course, social networking sites are no substitute for real socialising and spending time in the company of your friends and loved ones.

Not everyone in the world has access to the technology that we do, while the internet is not exclusively for the rich, it is nevertheless a luxury only available to those who can afford it. For much of the world, this kind of virtual reality is the stuff of fantasy.

The subject of piracy is the root of many debates, with a great deal of differing opinions. The virtual world, not being bound by scarcity in the same way that physical items are, leads many to change the way in which they value the virtual items they "own" (in many cases we own nothing now, instead we merely purchase a license to use). In the virtual world money is not necessary, or at least not in the way it is now. Infact it is only the needs of the physical world that require any sort of financial costs to be applied to digital products. While virtual money exists, and has the same value as its paper companion, the vast amount of legitimate free music, information and software shows that the monetary system as we know it is rapidly becoming outdated.

These last points i will expand on and investigate further in my next post. For now though, i think we can see that while our relationship with the virtual world is more detached than that of the "virtual reality" concept, it is certainly true that the need for physical items has largely been removed in many aspects of our lives, instead replaced by a digital universe (webiverse even) through which we can not only satisfy many of our needs but also achieve so much more than we ever could in the real world alone.

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