We need technology that is less immersive, not more
Immersive technologies such as AAA games, VR and engagement‑driven apps are criticized for hijacking human attention and diverting top engineering and artistic talent toward ever more captivating entertainment instead of pressing societal problems. Commenters push back that entertainment and aesthetics have real value, that game and graphics R&D often spill over into “serious” domains like medicine and space, and that addiction stems more from business models and dark patterns than from immersion itself. Many argue the core issue is how capitalism allocates incentives: whether we can design tools that augment and educate rather than maximize screen time and ad revenue.
Scope of “Immersion” and Technology
- Several commenters argue we’re already deeply immersed via phones, PCs, and notifications; VR/AR is just a new layer on top.
- Distinction raised between:
- Sensory immersion (VR headsets, photorealism, bright mobile UIs).
- Intellectual/flow immersion (books, chess, old games, creative work).
- Some say the real issue is constant, ambient distraction (phones, social feeds), not focused, time-bounded immersion (e.g., a 30‑minute VR game session).
Entertainment vs. “Serious” Problems
- Many contest the idea that immersive games or better graphics are low-value:
- Entertainment helped people endure stressful periods (e.g., lockdowns).
- Aesthetics and “nicer-looking graphics” are seen as inherently valuable for well‑being and motivation.
- Game and graphics R&D produce wider technological benefits (GPUs, low‑power electronics, visualization tools).
- Others think societies are over-investing in ever more engaging entertainment instead of education, climate, health, etc.
Talent Allocation and Capitalism
- Frequent riff on the idea that “the best minds” work on ads, engagement, or games.
- Some see this as tragic misallocation; others note:
- It has always been hard for artists and scientists to live off “pure” work.
- People need to pay bills; lucrative markets (ads, games, finance) draw talent.
- Debate whether this is mainly a structural problem of capitalism or simply people’s preferences.
Addiction, Manipulation, and Personal Responsibility
- Concern that social media and games are optimized to exploit psychological vulnerabilities and deplete willpower.
- Counterpoint: people should exercise personal responsibility and choose how they spend their attention.
- Some note willpower is limited and not evenly distributed, so regulation of highly manipulative systems may be justified.
Immersive Tech for Good
- Multiple comments highlight positive uses:
- VR for exercise, skills training, and professional education.
- Simulations for robotics, surgery, and space exploration.
- Games that are relaxing, educational, or model real astronomical data.
- Several stress that immersion isn’t inherently bad; the problem is design choices aimed at engagement-at-all-costs.
Alternative Visions
- Calls for “ambient” or low-friction tools (e‑ink devices, distraction‑free note‑taking, accounting software that minimizes time-in-app).
- Desire for open, community‑controlled platforms versus centralized, ad‑driven metaverses.
- A minority expresses deep disillusionment with computing as currently deployed, seeing it as escapism from a deteriorating real world.