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Exploring The Dangers Of Virtual Realities In The Future Of Work

The high-speed development and proliferation of technologies are expanding the boundaries of our experiences — are we now working in the real world just to escape to a virtual one?

Emma AscottbyEmma Ascott
October 4, 2024
in Tech
Reading Time: 6 mins read
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Exploring The Dangers Of Virtual Realities In The Future Of Work

Today, 40% (over 3 billion) people play video games.

  • Technological advancements in VR, AR, and video games are increasingly merging physical and digital experiences, raising questions about the future of work and our relationship with reality.
  • As virtual environments become more immersive, ethical concerns about consent, autonomy, and privacy must be addressed to ensure human rights are protected.
  • As we venture further into the digital age, the potential for a society where we work to live in a virtual world becomes increasingly plausible.

Is virtual life better than real life? Can it offer us less or more of what we experience in the real world? 

It may be hard to say, as a huge sector of society now prefers to spend their spare time logged in to fantasy worlds. 

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In recent years, technological advancements have significantly influenced our societal structure. The high-speed development and proliferation of video games,  virtual reality (VR), and augmented reality (AR) technologies are expanding the boundaries of our experiences — merging the physical and digital worlds. 

As these technologies continue to evolve, a question emerges: Will we increasingly become a society where we work in real life to live in a virtual world? 

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The Digital Work-Life Integration

Virtual reality is no longer the stuff of science fiction. It has found its footing in various sectors of work, from healthcare and education to real estate and entertainment. In the context of work, VR is revolutionizing how we train employees, conduct meetings, and even deliver services. 

Consider a future where your office is part of a meticulously designed virtual universe, accessible directly from your home. In this highly interconnected setting, geographical limitations disappear, facilitating an unprecedented level of global workforce collaboration.

An example is surgical training in VR, where medical students can practice intricate procedures without the risk of real-life mistakes. Or think about architects and engineers walking through digital blueprints, experiencing spaces before they are built. 

These applications are indicative of a broader trend: as virtual environments become more immersive and sophisticated, the line between physical and virtual workspaces will continue to blur.

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Augmented Reality Can Enhance Our Physical World

While VR immerses us entirely in a digital world, augmented reality overlays digital information onto physical surroundings. AR has the potential to redefine job roles and workflows by providing real-time data, visualization, and assistance. 

For instance, field technicians can use AR glasses that project schematics and instructions directly onto their line of sight, increasing efficiency and reducing error rates.

In the retail sector, AR can revolutionize customer interactions. Sales associates equipped with AR devices can offer personalized experiences, instantly accessing customer preferences and product details. This interweaving of virtual elements into our daily tasks could make the virtual and real-world distinctions increasingly indistinguishable.

Escapism or a New Reality?

Simply put — life is hard, and many aspects of it can be depressing and constricting. 

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Video games have long been a form of entertainment, offering escapism and the joy of exploration in fantastical worlds. However, with the advent of massively popular multiplayer online games, like Roblox, and life simulation games such as The Sims, these virtual environments are becoming more complex and socially intriguing. 

These games offer a parallel existence where players can build careers, form communities, and even own property.

Today, 40% (over 3 billion) of people play video games. Many gamers work their full time jobs, come home, then log into their computer for the evening. It’s sometimes what they look forward to the entire day; they even spend real-world money in these games. 

For example, in Fortnite, players buy “skins” to customize their characters. In Counter-Strike: Global Offensive, players can buy a whole range of weapons and tools to enhance their experience within the game, with some special weapons even costing up to $150,000 — and $1 million, in one special case. 

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As these virtual worlds grow in complexity and realism, they present an opportunity for a different kind of “living,” one where the virtual achievements and social interactions hold significant value. 

The consequential financial and emotional investment in virtual environments really underscores the need to scrutinize the ethical implications of obscuring the lines between real and virtual lives. This brings us to a scenario exemplified in the movie “Don’t Worry Darling.”

The “Don’t Worry Darling” Scenario

The movie “Don’t Worry Darling” starring Harry Styles and Florence Pugh offers a stark illustration of a society where the lines between reality and virtuality are dangerously blurred. (Spoilers ahead.)

The film portrays a seemingly utopian community that conceals a dark secret: its inhabitants are unknowingly trapped in a manufactured/virtual reality. 

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Harry Styles’ character goes to a job in the real world to pay for a subscription to a virtual world, where he traps his real-world girlfriend (played by Florence Pugh), unbeknownst to her. In this perfect world, Pugh realizes she’s trapped in a simulation, and Styles explains that he works at a job he hates in the real world in order to afford to give them a perfect life in this fake world. 

While extreme, this narrative serves as a cautionary tale, highlighting ethical concerns about consent, autonomy, and the potential for technology to manipulate our perception of reality.

If society gravitates towards virtual experiences that are indistinguishable from reality, ethical considerations must be at the forefront. Who controls these virtual spaces? How do we ensure the rights and freedoms of individuals within them? 

These are questions that policymakers, technologists, and ethicists need to address as we approach this digital horizon. 

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The Future of Work and the Workforce

Our lives are becoming more tied to the computer. We communicate to others through these devices, as well as live out alternative lives. And now, a large chunk of society works from their computers. 

As remote work becomes normalized, the infrastructure for virtual workspaces is also expanding. The future may see companies investing in VR offices where employees interact in virtual conference rooms, collaborate on digital whiteboards, and maintain a sense of camaraderie through virtual social events.

Similarly, the concept of a virtual avatar or digital twin could gain traction. Envision a freelance graphic designer who, instead of sending a portfolio, invites potential clients to a VR gallery showcasing their work. This level of engagement could redefine personal branding and client relationships in the gig economy.

As we venture further into the immersive digital age, the potential for a society where we work to live in a virtual world becomes increasingly plausible (and maybe a bit scary). 

The integration of VR, AR, and video games into our daily lives is already beginning to reshape how we perceive and interact with the world. While virtual work environments can enhance productivity, creativity, and collaboration, they also raise questions about accessibility, privacy, and the nature of reality itself. 

It is critical for leaders across all sectors to navigate this thoughtfully — ensuring that technological advancements serve to enrich human experiences rather than confine them.

In this hypothetical yet possible scenario, the future of work is not just about adapting to new technologies but also about redefining our relationship with reality. As the boundaries between the physical and virtual worlds continue to blur, we must remain vigilant.

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Tags: AITechnologyWorkforceWorklife balance
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Emma Ascott

Emma Ascott

Emma Ascott is a contributing writer for Allwork.Space based in Phoenix, Arizona. She graduated from Walter Cronkite at Arizona State University with a bachelor’s degree in journalism and mass communication in 2021. Emma has written about a multitude of topics, such as the future of work, politics, social justice, money, tech, government meetings, breaking news and healthcare.

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