Cyberspace and Virtual Reality
Cyberspace, the word, is an old and almost outdated word. Hearing the word cyberspace I think about an early 2000s kid show called Cyberchase. My view is still not far off from the show; I still imagine a world of code in a digital world. Cyberspace did not reach it’s popularity until the late 1990s, now the year is 2017 and much has changed.
Increasingly over the years, cyberspace has become more social. One of the biggest social platforms, Facebook, purchased Oculus VR in 2014. Initially, it seemed strange to me Facebook would purchase virtual reality gaming. In Mark Zuckerberg’s Facebook announcement he writes, “After games, we’re going to make Oculus a platform for many other experiences. Imagine enjoying a court side seat at a game, studying in a classroom of students and teachers all over the world or consulting with a doctor face-to-face — just by putting on goggles in your home”. With a plethora of virtual reality companies, Zuckerberg’s vision of the future does not seem too far away. In fact, during the 2016 presidential election, virtual viewing parties started to appear.
Kevin Kelly from Wired, “Virtual reality is creating the next evolution of the internet. What we are building with artificial reality is an internet of experiences”. I agree with what Kelly writes, virtual reality will be the future. It is no longer a question of “if”, it is only a matter of time.
Besides the already mentioned Oculus company, other companies such as Samsung and Sony have begun getting involved with the hype of VR. For now, on the market for purchase, consumers have 5 options to choose from. The options are Google Cardboard, Samsung Gear VR, Oculus Rift, HTC Vive, and Sony Playstation VR. They each have something in common: video games. All of the devices that has been created has their own focus on gaming. Gaming has only been in the beginning. Going back to what Zuckerberg wrote in 2014, it is only a matter of time until concerts, for example, will be readily available in VR.