Oculus imaginaries: The promises and perils of Facebook’s virtual reality
Abstract
Introduction
The acquisition of Oculus by Facebook
Approach
Sociotechnical imaginaries, human values and emerging technologies
The sociotechnical imaginary
their fit with existing cultural norms and moral values, social structures and material infrastructure, political institutions and economic systems, and hopes and aspirations. Importantly, this process often takes place through the use of narratives, which help render imaginaries as intuitively recognizable, understandable, digestible, and relatable. (p. 544)
Mediation, emerging technology and human values
Towards VR as a ‘social computing platform’: imagining VR as social media
Connecting end users with other end users
Appealing to and connecting end users and content creators
Everyday VR
now sure, we have a lot of work to do . . . but you can already see glimpses today of how the devices that we’re all working on are helping to deliver a feeling where we are more present with the people we are interacting with.
Data and privacy
Values and perceptions in relation to social VR and the Oculus imaginary
Extractive anxieties
Guy [Zuckerberg] studies psych and computer science. Launches facebook and starts selling really cheap VR sets with body/motion/everything tracking devices to place them in as many homes as possible. I’m not sure how I feel about this . . . No lessons have been learned except how to mine data more effectively.
This could have been really cool, like Ready Player One. But [. . .] ads, privacy, and so on. I don’t trust you to do the right thing. In fact, I expect you to sell my info, monetize my likes and abuse every piece of data you can scrape from me, willingly and unwillingly.
Platform moderation and the cultural politics of VR
Conclusion
Acknowledgments
Funding
ORCID iDs
Footnotes
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