Until now psychologists only factored in emotional and physical gratification while studying subjects, but believe me I'm coining a new term: VIRTUAL GRATIFICATION, which will become a new form of craving in near future. Watch On!
Casting a curious gaze down on planet Earth, extra-terrestrial beings could well be forgiven for assuming that we humans are programmed in every move we make, by a palm-sized, oblong, slab of glass. More perplexing than that, who on earth could convince them otherwise ?
A false image is, of course, a work of art, an idol. And a lie. A narcissist identifies with this image, not his true inner self. So, all he cares about is his image, not what kind of person he really is. Indeed, the latter has no real existence in his world.In identifying with his image, he's identifying with an ephemeral figment that has but virtual reality, a purely immanent existence as a reflection in the attention shone on him by others. No attention, no image. No image, no self!
A person needed to experience real danger or they would never find joy in excelling. There had to be a risk of failure, the chance to die.
Commentators frequently blame MMORPGs for an increasing sense of isolation in modern life. But virtual worlds are less a cause of that isolation than a response to it. Virtual worlds give back what has been scooped out of modern life. The virtual world is in important ways more authentically human than the real world. It gives us back community, a feeling of competence, and a sense of being an important person whom people depend on.
In AR, a falling tree makes no sound unless there is a witness to behold the event. Otherwise, it is only a changing pattern in a complex data-stream.
Emotions - Happiness, anger, jealousy... is the mind experiencing presence in our holographic existence.
Face it, George – unlike cholera, death is the only disease everyone is guaranteed to get.’Heath nodded slowly. ‘But usually only once, Hamish. Usually only once.
McAllister looked up into her face, his eyes blazing with anger. At last, his composure cracked.‘That’s right,’ he shouted back. ‘My word against – whose? Yours? You were dead, remember? No, of course you don’t remember. You were dead!
Thom pulled nervously at his ‘Kings’ t-shirt. The Kings are a brutal West African gang that he follows onscreen. Such ‘tourist shows’, as I understand they are called, have become wildly popular in recent years, as global unrest makes actual travel less popular. Armoured imaging teams, using tiny remote drone cameras known as ‘flies’, take the viewer inside the violent, gang-controlled regions of Nigeria and Cameroon. Using a touch screen, viewers (or ‘zoners’ as they are sometimes called) can follow the action from multiple angles while cheering on their favourite gang.
Wisdom of the Ages: Virtual Reality A fairly plausible explanation for the abundance of Virtual People running around these days.
The landscape of human emotion is ominously changing. The visceral sensation of loneliness and solitude is no longer as palpable and intellectually profound as it was a couple of decades ago because technology has already relieved us, as much as possible, from the burden of any emotional and existential isolation. The intense feeling of being nostalgic or being alone, for instance, is receding from the human emotion because we can now communicate with live video and send messages through any social media to a distant friend or loved one. Consequently, the exponential progress of technology is altering the phenomenological experience of human sensation, robbing us of our ability to get in touch with our humanity and reflect upon the triumphs and madness of our techno-society. Ironically, in our obstinate desire to humanize robots and Artificial Intelligence, our individual existence is, in turn, being digitized and robotized by our own technological inventions. Horribilis! (Danny Castillones Sillada, The Alienation of Solitude and Sorrow)