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The Evil Power Of Virtual Reality

Virtual Reality (or VR) is arguably man’s most dangerous invention as it has implications on the

health of the users who immerse themselves in it, as well as a desensitizing effect on the users

that could be very well used to promote violence and propaganda.

Virtual Reality is a computer-generated environment that emulates real-life; it is, furthermore,

achieved and established with the use of headsets (such as the Oculus Rift) and special gloves.

The headsets tap into the person’s brain and provides it with made-up information so as to trick

the brain into perceiving things that are not really there, while the gloves allow the user to

interact with the surrounding by picking up objects or turning door knobs ("What Is Virtual

Reality?") . It is a very recent invention that not only has a profitable entertainment value but is

also being used widely to rehabilitate people with neuropsychological problems through a

process termed “desensitization”.

Despite many articles emerging to commend the invention’s ability to help people with PTSD

or phobias, it is undeniable that the impact on the user’s health can be long-lasting as it

symptomizes with time. Dizziness and a loss of spatial awareness are among the first observed

symptoms, usually 30 minutes into VR immersion using a headset (Lewis). While both

conditions have been reported to be remediable, they, nonetheless, create an unpleasant after-

effect that might as well devalue whatever Virtual Reality has to offer. Furthermore, people

prone to have epileptic seizures are encouraged to avoid using virtual reality emulators as it has

been reported that they invoke epileptic episodes by overexerting the brain. A few incidents have

also happened in which non-epileptics have had seizures; this adds to the health concerns related

to the invention as it could potentially lead to serious conditions that require immediate medical

intervention (Lewis). Current VR headsets are also implicated in eye straining since they demand
the user’s eyes to be focused on a pixelated screen within a limited field of view, incomparable

to the natural human one. This results in discomfort within a few minutes of immersion, and with

no viable solution in sight, companies will continue to produce headsets that do not

accommodate or well emulate the human visual senses, making profit out of the discomfort of

others. The most dangerous of all health implications, however, is a result of the radiation

exposure that comes with VR headsets, especially when connected to mobile devices. “Wearable

technology like VR headsets potentially exposes the user to harmful electromagnetic frequency

radiation” claims one source ("4 Health Risks From Using Virtual Reality Headsets"); this

potentially could lead to cancer as electromagnetic frequency radiation have been consistently

associated with a carcinogenic effect. Therefore, VR technology holds negative consequences on

the user’s health that should not be put aside and ignored as appreciation grows for whatever

seemingly positive value the invention has; a person should never have to compromise his health

for the sake of a technology that does not seem to offer any solutions in the near future.

For any technology to exist and enter markets, it must offer something that people need or

could find use in; this is at the core of the major issue found in VR. Virtual Reality immersion

provides user with a new perspective that allows them to better understand other people of

different races or gender, and to have clearer ideas about conflicts; however, this very service is

subject to human misuse when the line between what one considers good while others don’t is

blurred, potentially leading to the propagation of false ideas and the encouragement of violent

tendencies (Craig and Georgieva). Here lies the true dangerous face of VR. As this technology

grows and becomes more and more accessible to every household, an ethical question is raised

concerning how and for what purposes should this invention be limited to. Furthermore, a

“desensitization” effect is attributed to VR; the more users are exposed to a certain topic the less
they find its aspect demanding or urgent. Craig and Maya Georgieva account a lot of

responsibility on VR since it provides a “sense of presence [which] put[s] viewers at the center

of a scene for highly sensitive social issues, making [VR] a far more powerful platform for

advocacy journalism” (Craig and Georgieva); but when those social issues become part of

agendas that benefit a certain class of people, then the users are being intentionally misled away

from the truth and kept in the dark. Irresponsible use of VR carries grave consequences for

mankind since it can take away from the people their freedom to find, perceive, and experience

the truth and then act upon that ("What Is Virtual Reality?").

REFERENCES
“4 Health Risks From Using Virtual Reality Headsets.” Vesttech.Com,2018,

https://www.vesttech.com/4-health-risks-from-using-virtual-reality-headsets/. Accessed

23 Nov. 2018.

Craig, Emory, and Maya Georgieva. “VR and AR: The Ethical Challenges Ahead.”

EDUCAUSE, 10 Apr. 2018, https://er.educause.edu/blogs/2018/4/vr-and-ar-the-ethical-

challenges-ahead. Accessed 23 Nov. 2018.

Lewis, Cody. “The Negative Side Effects Of Virtual Reality.” Resourcemagonline, 7 Mar. 2018,

http://resourcemagonline.com/2018/03/the-negative-side-effects-of-virtual-reality/87052/.

Accessed 23 Nov. 2018.

. "What Is Virtual Reality?" Virtual Reality Society, https://www.vrs.org.uk/virtual-reality/what-

is-virtual-reality.html. Accessed 23 Nov. 2018.

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