A CRITICAL FUTURE OF VIRTUAL REALITY: ALL WORK AND NO PLAY

Authors

  • Marcus Carter The Univeristy of Sydney, Australia
  • Ben Egliston Queensland University of Technology

DOI:

https://doi.org/10.5210/spir.v2021i0.12152

Keywords:

virtual reality, algorithmic discrimination, facebook, surveillance

Abstract

Head-Mounted Virtual Reality (VR) is generally discussed as a gaming technology, but in this paper we argue for the greater need to take VR seriously as a general computing platform and future site for, and of, work. For Facebook (who hold a dominant 39% share of the VR market) VR is not simply a gaming device but as a new frontier for social media, framed by Zuckerberg as a “new kind of social computing platform”. In this paper we report on our research that is examining the implications of VR as (1) a technology being introduced into workplaces; as (2) a possible site for existing forms of labour, in technologies like Infinite Office; and as (3) a platform for transformed and new kinds of labour, such as remote work via telepresence. We identify concerning issues of algorithmic discrimination, exascberated by a prevailing 'fantasy of perfect data' with VR, with serious consequences in the context of productivity tracking and analytics, and the further expansion of the gig economy into new domains.

Downloads

Published

2021-09-15

How to Cite

Carter, M., & Egliston, B. (2021). A CRITICAL FUTURE OF VIRTUAL REALITY: ALL WORK AND NO PLAY. AoIR Selected Papers of Internet Research, 2021. https://doi.org/10.5210/spir.v2021i0.12152

Issue

Section

Papers C