I think two major things social VR and this demo highlight:
1) The amount of things you can do in VR is more expansive than any medium before. Video conferences for the most part is used to catch up or transfer information faster (or at least that's how I use it, to catch up with friends/business who are far away). However, it's tougher to use video chats to build NEW experiences, and I can only really think of Google Hangouts and playing something like WarLight/editing a doc that does that. Humans for the most part build better relationships when both parties have shared experiences, and in VR you can actually do a lot of things that you could in real life. This is why it's so different from just "videoconferencing"
2) It finds a balance in anonymity and not having to commit 100% to a conversation. For example, when you video conference you have to pay more attention/be more aware of how you're acting, which explains why many times we choose to have text convos rather than just calling the other person. In social VR you're just an avatar so you don't have to care as much about your appearance/interaction/subtle facial expressions etc. The outward behavioral bar is lower so you can relax and enjoy the environment even more.
VR is a powerful medium because it addresses the above two points - you don't have to be as concerned about your appearance/interaction when you're an avatar AND you can actually do more tangible things in VR to actually BUILD better relationships.
> And the videophonic stress was even worse if you were at all vain. I.e. if you worried at all about how you looked. As in to other people. Which all kidding aside who doesn’t. Good old aural telephone calls could be fielded without makeup, toupee, surgical prostheses, etc. Even without clothes, if that sort of thing rattled your saber. But for the image-conscious, there was of course no such answer-as-you-are informality about visual-video telephone calls, which consumers began to see were less like having the good old phone ring than having the doorbell ring and having to throw on clothes and attach prostheses and do hair- checks in the foyer mirror before answering the door.
> ...
> The proposed solution to what the telecommunications industry’s psychological consultants termed Video-Physiognomic Dysphoria (or VPD) was, of course, the advent of High-Definition Masking; and in fact it was those entrepreneurs who gravitated toward the production of high-definition videophonic imaging and then outright masks who got in and out of the short-lived videophonic era with their shirts plus solid additional nets.
Thanks for sharing this. It's always great to reread DFW. He had such extraordinary prescience about so many things.
Another bit of gold from that excerpt:
> First there’s some sort of terrific, sci-fi-like advance in consumer tech — like from aural to video phoning — which advance always, however, has certain un- foreseen disadvantages for the consumer; and then but the market-niches created by those disadvantages — like people’s stressfully vain repulsion at their own videophonic appearance — are ingeniously filled via sheer entrepreneurial verve; and yet the very advantages of these ingenious disadvantage-compensations seem all too often to undercut the original high-tech advance, resulting in consumer-recidivism and curve-closure and massive shirt-loss for precipitant investors. In the present case, the stress- and-vanity-compensations’ own evolution saw video-callers rejecting first their own faces and then even their own heavily masked and enhanced physical likenesses and finally covering the video-cameras altogether and transmitting attractively stylized static Tableaux to one another’s TPs. And, behind these lens-cap dioramas and transmitted Tableaux, callers of course found that they were once again stresslessly invisible, unvainly makeup- and toupeeless and baggy-eyed behind their celebrity-dioramas, once again free — since once again unseen — to doodle, blemish-scan, manicure, crease-check — while on their screen, the attractive, intensely attentive face of the well-appointed celebrity on the other end’s Tableau reassured them that they were the objects of a concentrated attention they themselves didn’t have to exert.
I agree, but there are different types of commitment. There's commitment in terms of time, energy, emotion, attention, etc.
While VR provides anonymity (taking away some emotional commitment of human expression/emotion), the actual shared experiences you're doing is more powerful than any other medium and is pushing on the multiple other levers of commitment such as time, energy, attention, etc.
So VR is creating better relationships through commitments of multiple type and strength.
1) The amount of things you can do in VR is more expansive than any medium before. Video conferences for the most part is used to catch up or transfer information faster (or at least that's how I use it, to catch up with friends/business who are far away). However, it's tougher to use video chats to build NEW experiences, and I can only really think of Google Hangouts and playing something like WarLight/editing a doc that does that. Humans for the most part build better relationships when both parties have shared experiences, and in VR you can actually do a lot of things that you could in real life. This is why it's so different from just "videoconferencing"
2) It finds a balance in anonymity and not having to commit 100% to a conversation. For example, when you video conference you have to pay more attention/be more aware of how you're acting, which explains why many times we choose to have text convos rather than just calling the other person. In social VR you're just an avatar so you don't have to care as much about your appearance/interaction/subtle facial expressions etc. The outward behavioral bar is lower so you can relax and enjoy the environment even more.
VR is a powerful medium because it addresses the above two points - you don't have to be as concerned about your appearance/interaction when you're an avatar AND you can actually do more tangible things in VR to actually BUILD better relationships.