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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
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
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
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.”
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/.