Itās a warm, not-too-hot, summer day. A slight breeze wafts through the air, hitting my face. Iām writing this paragraph while lying on a chic outdoor sofa on the terrace of a mid-century home in the Hollywood Hills. Los Angeles sprawls below. From here, the views are perfect. If I look to my left, I see downtown, with all of its construction cranes. To my right, I see Century City. Even Santa Monica and the Pacific Ocean are visible, a pretty rare sight really considering the haze of the summer. Taking my eyes off this view for a second, I tap on a menu to move the 55-inch monitor Iām writing this paragraph on so that it floats more conveniently above my head. I shift my attention back to my work and write a few emails while listening to music.
Then I feel something touch my feet. Itās the very specific bump that Iāve come to associate with my dog, Woody, poking my foot with his nose. He probably wants attention, or more food, or to be let out. I look to my feet and, for a moment, am surprised when I donāt see the body I expected to see. I donāt see any body, actually. I donāt have any feet to be poked. Strangely, Woody isnāt there either. Wrapped up in the hillside views and the flow of writing, Iād forgotten that Iām not really lying on a sofa in a multi-million dollar home in Los Angeles. Iām hours away in my decidedly more modest apartment in San Jose. Itās also not the middle of a sunny day, itās 11:00 pm. The sun set hours ago. Iām suddenly struck by the fact that Iāve been wearing whatās become a heavy HTC Vive virtual reality headset and that maybe I should leave my virtual Los Angeles terrace and get ready for bed!1
For those of us who have had an experience like this, the immersive power of virtual reality worlds can seem fantastical. Itās uncanny how virtual worlds can so easily, so naturally, and so quickly trick us into feeling like weāre somewhere we really arenāt. My Los Angeles experience was made possible because I was using a VR application called Bigscreen. Using Bigscreen, and other applications like it, Iāve been able to experience things that, even 15 years ago, I would have thought were forever outside my reach.
To name just a few of the things Iāve done recently: Iāve had a whale encounter on a shipwreck on the ocean floor. Iāve explored the Martian surface and heard the real sounds of the Martian summer wind. Iāve been a navigator on a British bomber during the Berlin Blitz in the Second World War and seen the flashes of German antiaircraft artillery litter the skies around me. Iāve become a bit of coral and witnessed the damaging effects of ocean acidification and climate change. Iāve even experienced what it might be like to be kidnapped by a maniacal robot with seriously bad intentions. During the last academic term, I took an entire class of college students to a virtual movie theater where we saw films about virtual reality. During experiences like these, reality, and virtual reality, can start to blend together. Virtual experiences like these force us to ask interesting questions about what our lives, and values, might look like in the not-too-distant future and even ask questions about who we really are, how we choose to represent ourselves, and whether any of these ideas will last through the end of the 21st century. Virtual reality applications have been used to help train surgeons and football players, to treat patients with PTSD, to treat phobias of many kinds, and, at least according to some, to offer us the opportunity to experience what it might be like to be other people (and other animals) in ways that once seemed impossible. VR has enormous transformative potential, and the experiences Iāve described are only the tip of an interesting and, as weāll see, ethically fraught iceberg.
Until recently, experiences like the ones Iām describing were limited to a select few. Traditionally, virtual reality was locked away behind the walls of large, well-endowed university laboratories or government research facilities. The devices, software development experience, and computing power required to create successful virtual reality simulations were simply too large or expensive for commercial audiences to really take advantage of. Although the technologies we now know as āvirtual realityā have been in development since at least the 1950s, the first true commercially available virtual reality devices didnāt hit global markets until the early 1990s.2 Even in these cases, technical limitations, and costs, combined to make it difficult for these early systems to find commercial success. The transformative potential of these early technologies ensured that development would continue.
Several advances needed to come together before virtual reality systems would coalesce into something able to deliver the experiences Iāve been able to share with students. These advances only recently happened and theyāve begun to change how we think about the range of possible experiences available to us. In 2016 a trio of commercial VR hardware platforms were released. First, Oculus VR (a division of Facebook Inc.) released the Oculus Rift. Later the same year, HTC (in cooperation with the Valve Corporation) released their own VR headset, the HTC Vive (this is the device that made my Hollywood Hills experience possible). Near the end of 2016, the Sony Corporation also released its own VR hardware, the Playstation VR, for use with its proprietary Playstation gaming platform.
The latest generations of the HTC Vive and the Oculus Rift, both released in 2019, represent, as of this writing, the current state of the art in commercial virtual reality systems. However, brewing in the background behind these large hardware developments, weāve also experienced a quieter revolution in virtual reality technology. With the increasing sophistication and processing power of smartphones, smartphone-based VR systems have exploded in availability and popularity. Smartphones are currently the most widely accessible way that people are experiencing virtual and augmented realities. Most people who have experienced a virtual world have done so via smartphone VR.
While smartphone systems are less technically capable, they are ubiquitous, and with that ubiquity comes a kind of transformative power. In 2019, an estimated 130 million people around the world regularly had access to and used VR technology, and the VR marketplace is projected to grow to over $160 billion USD by 2023, partially fueled by the widespread availability of smartphone VR applications (Dujmovic 2019). We might be tempted to think that the gaming industry is behind all of this growth. However, VR development is not limited to companies developing games. In 2019 there was a 33 percent increase in VR development for educational simulations and a 27 percent increase in simulations aimed at workplace and skill training (Rubin 2019). In late 2019, Facebook Inc. announced that they would be releasing VR social media spaces which, one day, might supplant more traditional PC-based social media platforms (Grubb 2019). These technologies, and those under development, have placed us on the cusp of some very interesting transformations.
Although Iāve written here primarily about virtual reality, this is probably not the best way of talking about the entire ecosphere of products aiming to augment or extend our sense of reality. Commercial augmented reality hardware got off to an interesting start with the popularization, and later cancellation, of Googleās āGlassā in 2012 (History 2012). Iāll argue later that the distinction between augmented and virtual reality is an artificial one and that itās likely to disappear soon. What all of these technologies have in common is that they want to immerse us into experiences by adding simulated content (the distinction between augmented and virtual realities is really a way of signalling how much of that experience is made up of simulated content). More recently, in 2016 the Microsoft Corporation introduced the āHololens,ā a āmixed-realityā tool which has found a degree of industrial success. Microsoft is currently working on a third generation version of the Hololens for commercial production. Augmented and virtual realities blend together to paint a picture of a not-too-distant future where a lot of our concepts about who we are, where we live and work, and what it means to have relationships will look different than they do today.
This book is about these technologies and their philosophical implications. As a philosopher trained in moral psychology, my aims, expertise, and interests lead me to focus less on the technical hardware discoveries that made these devices possible (though these are interesting and worthy of attention) and more on the ethical implications that these technologies will have for our sense of self, our relationships, and on our understanding of harm. Although science-fiction authors and futurists have been writing about technologies that sound like modern VR since at least the 1950s, philosophical discussions of virtual reality have been dominated by a thought experiment first introduced by a philosopher named Robert Nozick in his book, Anarchy, State, and Utopia (1974). There, Nozick introduced the concept of an āexperience machineā that could recreate any experiences a user could wish for and which could make those experiences feel as real as our real-life experiences feel. Nozick, in part driven by a desire to show that hedonistic (i.e., pleasure-based) theories of the good were false, believed that nobody would (and that nobody should) use such a machine.
In the 45 years that followed, philosophers have raised issues not only about Nozickās assumptions about the value of experiences but also about the way he thought about his experience machine in the first place. Itās time, many believe, to move beyond Nozickās understanding of experience machines and to consider virtual reality technologies as theyāre actually emerging. In doing so, we might end up showing when, and why, Nozick was wrong to think that virtual experiences always lack value. In this book, I assess the psychological underpinnings of how VR experiences can fool us (to trigger the feeling of āpresence,ā in psychological parlance) but also the philosophical and ethical implications that these technologies introduce at the individual, institutional, and social levels. Because virtual reality devices like the HTC Vive, the Oculus Rift, the Playstation VR and AR technologies like Googleās Glass and Microsoftās Hololens are so new, important technical, metaphysical, and ethical questions about them remain unanswered. In some cases, important ethical questions remain largely unasked as we experience what will likely be remembered as an early 21st century VR/AR gold rush.
I intend to answer some of these questions in this book. One set of questions I look at will deal with the psychological and ethical status of virtual experiences themselves. We might pause at this early point to ask what makes an experience virtual (the term might seem an oxymoron ā whatās virtual about the experiences Iām actually having?!). Throughout the book, Iāll use the term āvirtual experienceā casually. That is, a virtual experience is an experience caused by virtual or augmented reality hardware. These experiences will share many features with other sorts of unreal experiences (dreaming, hallucinations, and so on) and Iāll note these similarities and differences when they become relevant.
With that concept in place, we can ask a few questions about virtual experiences. For example, are virtual experiences different from experiences generated by other kinds of media? Are there interesting (philosophical or psychological) differences between reading a story, watching a story, and immersing ourselves in that same story by experiencing it as part of a virtual or augmented reality simulation? Iāll argue that the answer is almost certainly yes. Virtual and augmented reality simulations can (though they donāt always) offer a distinctly unique kind of experience that other forms of media cannot. Iāll call these experiences āvirtually real experiencesā and their importance is central to the ethical issues I introduce and evaluate throughout the book.
Relatedly, there are questions we must ask about dealing with the effects of virtually real experiences. Can virtually real experiences harm the people experiencing them? Can virtually real experiences have value? If so, is that value different from our non-virtual, real-life, experiences? Iāll argue that virtual experiences generally, and virtually real experiences in particular, are misunderstood by most psychologists and by some philosophers. Iāll have to first show that virtual experiences can sometimes be āvirtually realā; however, if Iām right about the existence of virtually real experiences then weāll see that they can be just as harmful (or just as valuable) as real-life experiences. Itās not clear, in other words, that Nozick was right to so quickly conclude that the experiences people have in his experience machine lack value or that it would be wrong to want to have them. Many of the features that determine whether any given simulation produces virtually real experiences are also under our control. This fact should make us more cautious about how we think about the ethics of simulated worlds we design or play in. It will sometimes, I will argue, be wrong to create, and sometimes wrong to use, these kinds of virtual and augmented reality simulations.
Thereās another set of issues that VR and AR introduce. These issues revolve around our sense of self, the psychology of experience, and the nature of identity (what Iāll call structural intersectionality later on). Currently, itās possible to download, in many cases freely, VR simulations designed to āexpandā our moral horizons by giving us access to the inner lives of other people. The intention behind most of these simulations is to make us more empathetic by giving us a sense of what itās like to be someone very different from us. Iāll spend a lot of time arguing that these simulations raise ethical issues of their own. For example, 1,000 Cut Journey (Cogburn et al. 2018) is a VR simulation that claims to give its users insight into what itās like to experience anti-Black racism first-hand. Its creators claim that, in experiencing 1,000 Cut Journey, āthe viewer becomes Michael Sterling, a black man, encountering racism as a young child, adolescent, and young adultā (1,000 Cut Journey 2018). Some readers might already have qualms about the ability of a VR simulation to provide such an experience. According to its creators, even if you donāt identify as male or Black, and even if you havenāt experienced anti-Black racism first-hand, a simulation like 1,000 Cut Journey can be designed to show you what itās like to be such a person, to experience such acts.
There are many simulations that claim to provide this sort of first-person, āin-their-shoesā sense of empathy. One simulation, called Becoming Homeless (Ogle, Asher, & Bailenson 2018), as the name suggests, claims that it gives its users a first-person experience of what itās like to lose your job and experience homelessness in a city very similar to San Francisco. Such experiences, assuming theyāre possible, can thus give us access to points-of-view otherwise inaccessible to us, and such access might even make us better, more empathic people if they can make us more understanding of why some peopleās lives are different and that include challenges different from our own. Some researchers have even argued that VR simulations can go further than this and give us some sense of what it might be like to be a non-human animal like a cow at a slaughterhouse (Ahn et al. 2016). Simulations like these, and many others, raise interesting questions about VR and ARās ability to change us (for good or for ill) and also force us to consider what metaphysical limits VR and AR technology can have. What is it like to be us, and can VR or AR simulations show us what itās like to be someone or something else?
But itās important that we donāt take these simulations at face value. Can virtual reality simulations like Becoming Homeless or 1,000 Cut Journey live up to their promises to make us more empathetic, more moral, people by showing us what itās like to be on the receiving end of injustice? Iāll argue that in order to answer these questions weāll need to first have a better understanding of what empathy itself is so that we can make sense of what needs to be true for us to have an experience of āwhat itās likeā to be anything at all ā including yourself! Empathy, it will turn out, is an imprecise concept that names at least five neurologically and psychologically distinct capacities, and not all of these capacities are relevant to questions about knowing what itās like to be someone (or something). Once we have an understanding of empathy in hand, weāll see why VR and AR simulations, regardless of their cinematic ingenuity, can never give us access to the first-personal experiences of others.
Virtual and augmented reality canāt show us what itās like to be a bat, or a cow, but it also canāt show us what itās like to be Michael Sterling (that is, of course, unless we are Michael Sterling or very much like him).3 This means, Iāll argue, that weāre often wrong about the content of our virtual experiences and we can thus be led by such simulations to make inferential, even ethical, mistakes because of these errors. Given that developers have a great degree of control over the content and structure of their simulations, Iāll argue that it can be wrong to design certain sorts of VR experiences which, intentionally or unintentionally, are likely to mislead people about the nature of their experiences.
However, this doesnāt mean that VR and AR canāt give us new experiences and it doesnāt mean...