Virtual reality in fiction

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Virtual reality in fiction describes fictional representations of the technological concept of virtual reality.

Contents

Fiction

Many science fiction books and films have imagined characters being "trapped in virtual reality" or entering into virtual reality. Laurence Manning's 1933 series of short stories, "The Man Who Awoke"—later a novel—describes a time when people ask to be connected to a machine that replaces all their senses with electrical impulses and, thus, live a virtual life chosen by them (à laThe Matrix, but voluntary, not imposed). A comprehensive and specific fictional model for virtual reality was published in 1935 in the short story "Pygmalion's Spectacles" [1] by Stanley G. Weinbaum. Other science fiction books have promoted the idea of virtual reality as a partial, but not total, substitution for the misery of reality, or have touted it as a method for creating virtual worlds in which one may escape from Earth. Stanisław Lem's 1961 story "I (Profesor Corcoran)", translated in English as "Further Reminiscences of Ijon Tichy I", [2] dealt with a scientist who created a number of computer-simulated people living in a virtual world. Lem further explored the implications of what he termed "phantomatics" in his nonfictional 1964 treatise Summa Technologiae .

A number of other popular fictional works use the concept of virtual reality. These include William Gibson's 1984 Neuromancer , which defined the concept of cyberspace, and his 1994 Virtual Light , where a presentation viewable in VR-like goggles was the MacGuffin. Other examples are Neal Stephenson's Snow Crash , in which he made extensive reference to the term avatar to describe one's representation in a virtual world, and Rudy Rucker's The Hacker and the Ants , in which a programmer uses VR for robot design and testing. The Otherland series of 4 novels by Tad Williams, published from 1996 to 2001 and set in the 2070s, shows a world where the Internet has become accessible via virtual reality. Virtual reality stories based upon video games have also become popular in recent years, such as the 2011 novel Ready Player One by Ernest Cline, which is about a virtual reality system called the OASIS that people use to escape from the grim reality of a dying Earth in 2045. Other recent examples include Conor Kostick's 2004 children's novel Epic [3] and Louis Bulaong's 2020 sci-fi book Escapist Dream . [4]

Evolution of VR in Fiction

Early science fiction works predicted VR as an artificial world entered mechanically or neurologically. One of the first elaborate models of VR in science fiction was in Stanley G. Weinbaum' s 1935 short story "Pygmalion's Spectacles," which described a device capable of immersing a user in a fully interactive virtual environment. Later works, such as William Gibson's Neuromancer (1984), predicted cyberspace, which influenced the cyberpunk movement and the public's perception of VR.

By the late 20th and early 21st centuries, VR fiction was dealing with its psychological and social ramifications. Neal Stephenson's novel Snow Crash (1992) introduced a virtual metaverse where digital avatars interact in a vast virtual society, a theme reiterated in Ernest Cline's novel Ready Player One (2011), where VR has become a dominant social and economic sphere. These narratives often depict VR as a utopian haven and also a potential dystopian method of control and isolation. Some of these fictional depictions parallel real-world development of VR technology, showing both the hopeful potential of VR and also the ethical questions of its use. Additionally, many fictional representations of VR serve as a critique of contemporary technology trends, providing cautionary tales about unchecked digital expansion. For example, the novel Neuromancer (1984) by William Gibson critiques corporate dominance and the loss of personal agency in a world where cyberspace is controlled by powerful entities. Similarly, Ready Player One (2011) by Ernest Cline warns of a future where society becomes overly dependent on VR to escape real-world issues.

Technological and Psychological Themes

Fictional VR systems often emphasize sensory immersion, integration with artificial intelligence, and dissolution between reality and simulation. Current academic discussions highlight how VR storytelling shapes user aspirations and anxieties. VR fiction creates utopian fantasies alongside nightmares of surveillance and data protection. [5] Similarly, audience responses to VR-based non-fiction indicate that immersive storytelling can enhance emotional engagement but also raise ethical concerns about realism and manipulation. [6] Additionally, VR fiction also explores the effects of long-term exposure to virtual worlds on human cognition and behavior, such as issues of identity and mental health. The psychological effects of VR engagement in fiction often mirror real-world concerns about digital escapism and the impact of prolonged screen exposure on mental well-being. For instance, the novel Otherland (1996) by Tad Williams explores the consequences of prolonged VR immersion, where users become disconnected from reality. Additionally, studies on VR addiction have highlighted potential risks similar to those depicted in fictional works. [6]

VR in Gaming and Interactive Fiction

The application of VR in fiction is also used in more interactive fiction and gaming. Some fiction, such as Tad Williams' series of novels entitled Otherland, depicts VR as a huge digital universe where users venture into complex virtual worlds. This is mirrored in actual developments in VR gaming, where interactive media incorporate artificial intelligence and responsive narrative with increasing regularity. The use of VR in crime fiction education has been studied, highlighting the potential for immersive simulation to enhance narrative experience and audience participation. [7] Furthermore, the creation of VR-based role-playing games and virtual communities in contemporary gaming culture suggests a merging of reality and fiction with increasing regularity. As VR technology becomes more sophisticated, game developers are exploring new methods to heighten player immersion, incorporating haptic feedback and AI-driven narratives that adapt to user choices. For example, the game Half-Life: Alyx (2020) by Valve Software revolutionized VR gameplay by integrating highly interactive environments and realistic physics. Similarly, The Walking Dead: Saints & Sinners (2020) by Skydance Production utilizes physics-based combat and decision-driven storytelling to enhance immersion.

Ethical and Social Implications

Virtual reality fiction is often a means of exploring ethical concerns, such as digital addiction, identity disintegration, and corporate control of virtual worlds. It has been revealed that VR can influence users' perception of reality, as seen in movies like The Matrix (1999) by Lana and Lilly Wachowski, which questions the nature of existence in a virtual world. However, studies have also shown that VR has potential in medicine, illustrating parallels between fiction and its daily applications, particularly in therapeutic and training environments. [8] Fiction also tends to examine the social ramifications of VR, with privacy concerns, individual autonomy, and the consequences of excessive reliance on simulated reality. The intersection of such moral issues and technological innovation continues to shape both fictional narrative and real-world discussion about the future of VR.

Film

The concept of virtual reality was popularized in mass media by movies such as Tron (1982), Brainstorm (1983), and The Lawnmower Man (1992). The .hack multimedia franchise is based on a virtual reality MMORPG dubbed "The World". The French animated series Code Lyoko is based on the virtual world of Lyoko and the Internet.

Television

Radio

See also

References

  1. Pygmalion's Spectacles . Retrieved 21 September 2014 via Project Gutenberg.
  2. "Ijon Tichy – Series Bibliography" . Retrieved 21 September 2014.
  3. "White Ravens: Kostick". Children's Library. 2006
  4. Carl Hannigan. "Escapist Dream (Book Review): How It Represented and Satirized Geek Culture". Voice Media Group. August 29, 2020
  5. Carter, Marcus; Egliston, Ben (2024-09-10). Fantasies of Virtual Reality: Untangling Fiction, Fact, and Threat. The MIT Press. doi:10.7551/mitpress/14673.001.0001. ISBN   978-0-262-38005-8.
  6. 1 2 Green, David Philip; Rose, Mandy; Bevan, Chris; Farmer, Harry; Cater, Kirsten; Fraser, Danaë Stanton (2021-06-01). "'You wouldn't get that from watching TV!': Exploring audience responses to virtual reality non-fiction in the home". Convergence. 27 (3): 805–829. doi:10.1177/1354856520979966. ISSN   1354-8565.
  7. Kariko, Abdul Aziz Turhan; Takai, Momoko (2024). "Innovative learning paths: Virtual reality in teaching the thrill of crime fiction". Procedia Computer Science. 245: 299–308. doi:10.1016/j.procs.2024.10.255.
  8. Bruno, Raphael R.; Bruining, Nico; Jung, Christian; Kelm, Malte; Wolff, Georg; Wernly, Bernhard; the VR-ICU Study group (2022-09-01). "Virtual reality in intensive care". Intensive Care Medicine. 48 (9): 1227–1229. doi:10.1007/s00134-022-06792-0. ISSN   1432-1238. PMC   9272874 . PMID   35816236.
  9. Eisenberg, Mike (May 5, 2010). "Updated 'Inception' Synopsis Reveals More". Screen Rant. Retrieved July 18, 2010. One last job could give him his life back but only if he can accomplish the impossible—inception.
  10. Hemley, Matthew (2008-09-30). "BBC radio launches major cross-station sci-fi season". The Stage . Retrieved 2009-04-09.