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The $607M Movie Steven Spielberg Created to Warn us about a “Superdrug” Will Stop you from Buying the Meta Quest

Steven Spielberg’s sci-fi hit Ready Player One was more than just an adaptation. It might also have been a warning about the potential dangers of virtual reality (VR). Released in 2018, the film grossed over $607 million, but beneath the glossy layers of pop culture references and action, Spielberg highlighted a potential danger: virtual reality (VR) addiction.

The 7M Movie Steven Spielberg Created to Warn us about a “Superdrug” Will Stop you from Buying the Meta Quest
Steven Spielberg | Image Credit: Gage Skidmore licensed under CC BY-SA 2.0, via Wikimedia Commons.

As VR headsets like Meta Quest become more popular and immersive, concerns about their addictiveness are rising. Could VR become the “superdrug” Spielberg once warned us about, steering people away from real life? Or does his warning make you reconsider stepping into VR altogether?

Steven Spielberg Knew Exactly What He Was Warning Us About

Tye Sheridan in a still from Ready Player One
VR technology is getting better and better. | Image Credit: Warner Bros. Pictures

Ready Player One is set in a future where people have given up on reality, choosing to live in a virtual world called the Oasis. The appeal of VR in the film is very strong. People can escape their mundane lives and become anything they want in this immersive digital universe.

In an exclusive interview with The New York Times, Spielberg called VR the “superdrug of the future.” The intense immersion VR offers, combined with the ability to escape life’s hardships, could turn the technology into a digital narcotic. His concern isn’t baseless.

I was really interested in the technology that allows this alternate universe to exist — headgear, haptic response gloves, boots, full-body suits — because I really believe it’s going to be the superdrug of the future.

VR addiction is already being talked about, particularly as companies like Meta push their VR-based metaverse. The idea of escaping reality comes with the risk of overindulgence. What if users lose themselves in these digital landscapes and forget their responsibilities and relationships in the real world?

Battling VR Addiction
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The addiction isn’t just theoretical. The immersive nature of VR, much like video games, can lead to excessive use and detachment from reality. The addiction to online games is already a well-documented phenomenon. Virtual reality takes this to another level.

Ready Player One Isn’t The Only Example of This Danger

A cover image of Sword Art Online
Sword Art Online already shows us an exaggerated idea of VR addiction. | Image Credits: A-1 Pictures

A popular Japanese anime series named Sword Art Online (SAO) already explores the extreme dangers of VR addiction. In the show’s story characters were trapped in a life-or-death virtual game. While Ready Player One focuses on the addictive nature of VR, SAO takes it a step further by showing what happens when the game becomes indistinguishable from life itself.

The show’s depiction of a VR headset that kills users in real life if they die in the game is an exaggerated warning about the dangers of over-immersion. Although we’re far from such extremes, the desire for more realistic and immersive experiences could lead us down a dangerous path.

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The Meta Quest is making VR more accessible, but with this comes the responsibility of managing its potential for addiction. As VR becomes more realistic, concerns about users choosing virtual experiences over real life are growing.

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Virtual reality isn’t inherently bad. It offers incredible opportunities for gaming, education, and social interaction. But as Spielberg predicted, there’s a need to be cautious. Like any powerful technology, VR can be misused, and addiction is a very real risk.

As VR technology continues to advance, will the future be one where people spend most of their time in virtual worlds, disconnected from reality? Or will we, like the characters in Ready Player One, eventually recognize the dangers and take steps to limit our use?

What do you think of VR? Do you see a future where VR addiction becomes a widespread issue? Let us know in the comments!

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