How virtual reality can create social change
[Music]
there’s a debate i have fairly
frequently that goes a little bit like
this
our new technology is the key to helping
us tackle the major social problems we
face in the world today
or are they actually one of the main
contributors to those very problems
it’s a debate that probably goes back to
the printing press one that seems to go
in cycles of public opinion
since the pandemic started i’ve
witnessed a definite shift towards more
positive sentiment around technology
more discussion of how it’s going to
help us build a better world after covet
yet despite this shift there still seems
to be one technology largely missing
from the conversation
one that has enormous potential to help
influence social change
so today i want to talk to you about vr
or virtual reality
and the opportunities that i see it
offering
now in a world where so many of us are
spending a lot more time in digital
spaces
it does seem strange that br might still
be being overlooked
however in part i think that’s because
we simply haven’t taken it very
seriously as a technology
if i were to guess what first came to
your mind when i said virtual reality
i might think that it was video games or
perhaps 3d movies
and those things are a little frivolous
and a little mosaic
to put it into context the first major
at-home vr system
was the nintendo power glove back in
1989
and if i remember it correctly it came
with half a dozen games
including one i loved where you were a
magician that used the glove to cast
spells
so i can certainly understand at least
for my generation that we all would have
these slightly
silly childhood connotations rather than
coming to mind as a tool for social
change
except that games because they’re
immersive because they’re interactive
actually have enormous power to shape
our view
i’ve lived in london for 16 years now
and i
still tend to view it as a giant
monopoly board
and it’s this ability to create spaces
that help us rethink our own reality
that keeps drawing me back to the
potential of immersive art forms
now that fascination didn’t start with
vr in fact my first great passion was
the theater
when i was growing up i had two
ambitions one to be an actress
and two to save the world and that
resulted in me creating these truly
terrible plays that were about lecturing
my parents and the neighbors to donate
to charity
and unfortunately at drama school
somebody introduced me to the
ideas of august overwell and in
particular forum theater
and this is about creating a play around
a social issue
and then inviting the audience into the
performance space to allow them to
experiment with ways of dealing with
that problem
and we use those ideas to create work
about bullying
which is then toured around schools and
it was amazing to see the pupils
developing their ability and their sense
of agency
to tackle a problem that was important
to them and a lot more empowering and
engaging
than a play that simply told them what
to do
and in vr i see the chance to enhance
and extend
that same power that i first found on
forum theater
i’m not the only person excited about
these opportunities either
the un have been experimenting with vr
resources most notably in 2015
creating a piece called clouds of a
sidra in partnership with the filmmaker
chris milk
it’s set in the zatari refugee camp in
jordan and in it you meet 12 year old
sidra who is a refugee from syria
and she shows you around the camp tells
you about the people and places that are
important to her
and shares a little bit of her story
milk has made his own talk about
creating the piece
and what he had to say really resonated
with my experiences of how vr creates
more engagement and action
as an example clouds oversight was used
in street fundraising for unicef
where it raised nearly 4 billion almost
twice as much as similar non-vr
campaigns had raised in the past
and a lot of this difference was
attributed to this idea of immersion
that because people were using a 360
degree headset to access the piece
they felt a sense of agency in the space
they were choosing where to look
and which parts of cidro’s story to
engage with and that translated into
them wanting to take action
in this case to make a donation as a
film however clouds over sidra only just
begins to touch on the possibilities vr
offers us as an immersive art form
another example is the work of the
virtual human interaction lab at
stanford university which created a
piece that allowed
virtual simulation of cutting down a
redwood tree with a chainsaw
and as well as having a visual element
with the headset participants were also
given wristbands that produced haptic
vibrations
that gave them a sense of the friction
of the saw against the bark
as well as a headset that played a
forest soundscape that was unshattered
by the trash of the falling tree and
again this experiment found a link
between an immersive experience and
behavioral change
not only did the participants report
having a more visceral understanding
of what it would mean to cut down a tree
as part of the paper making process
but in a follow-up exercise they were
observed to use 20 less paper
than a control group so we can
understand
immersion as the first of three key
affordances to help us make sense of vr
as a tool for social change
and importance is a concept i find
really useful in analyzing all kinds of
technology
put simply it’s what that technology
allows or encourages you to do
based on its innate attributes or
characteristics
so a pencil enables you to share certain
kinds of messages
by allowing you to write and vr
encourages you to
make behavioral and therefore social
change by allowing you to become an
actor
rather than a spectator of a social
problem
now the second key affordance i believe
is embodiment
in the examples i’ve given so far the br
is still asking you to identify as
yourself
whether you’re visiting the refugee camp
or cutting down a redwood
and that means you’re coming from an
external compassionate viewpoint
that it makes you want to help somebody
or something else
but we are also quite uniquely allows us
to identify with another by quite
literally letting us put ourselves in
their shoes
take for example the work of artist lucy
bonner and particularly her peace
complement
which aim to raise awareness about
street harassment
based on her own experiences living in
new york which rather sadly resonated
with some of my living in london
she aimed to show how violating the
experience of being catcalled could
really be
particularly for those who might
otherwise dismiss it as a compliment
now these were often individuals who
felt physically dominant in their
day-to-day lives
and so the vr work to disrupt this
feeling
as the recipient of the cat calling your
perspective is set rather low
and that allows the other characters to
really loom in and invade your screen
creating that palpable sense of threat
and intimidation
that’s not a perspective everyone would
have been able to imagine
but having had it materialized for them
they’re therefore able to access the
experience and the feelings it provokes
perhaps use this as a basis for
behavioral change
so this ability to jump the imagination
gap between ourselves and another
suggests that vr is also capable of
giving us an empathetic mindset
based on self-identification with an
issue
now that distinction between compassion
and empathy
may be becoming increasingly important
in a world where it seems that
compassion fatigue is
growing perhaps based on a sense of
overwhelming problems in the world
and the need to have a bit of an
emotional defense mechanism
so if embodiment can both give us a
sense of identification with an issue
as well as the belief that our actions
are creating real change
it can become increasingly important for
those advocating for a course
therefore it’s no surprise that there’s
a small but growing trend of charities
and campaign organizations
creating embodiment-based vr whether
that’s disability rights organizations
giving
us a color-blind perspective of the
classroom or perhaps an animal welfare
campaigning group
letting us see the eyes through the eyes
of a cow in a slaughterhouse
now that last example brings me to the
third key affordance which i think is
transcendence
because as well as allowing us access to
hidden spaces vr lets us overcome
boundaries of time
space and risk to give entrance into
hidden spaces as well
for example another of my great passions
is wildlife photography
but it’s a hobby i had to be careful
with because viewing animals in the wild
means i’m encouraging on their habitat
and potentially putting undue stress on
their ecosystems
i’m at this chat in the windy
impenetrable forest and as the name
suggests it is not the most accessible
area
as well as the geographical challenges
there’s periodic civil unrest in the
region
and in the wake of covert calls to
further restrict future tourism
over concerns of disease transmission
between humans and guerrillas
yet the tours in this area provide
incentive for conservation
particularly as former poachers are
retrained as tour guides
so a number of organizations have been
working with the rwanda development
board
to create vr gorilla safaris they still
give people the chance to meet these
magnificent creatures in the wild
and encourage investment in local
conservation whilst
removing the risks and repercussions of
having people physically present
in the forest virtual spaces also allow
us to go beyond simply recreating a
location
and lets us give access to additional
context such as the histories of stories
that have shaped a space
whilst i was studying in australia i had
the chance to be involved in a workshop
with indigenous filmmakers
who were looking at how to reclaim
landscapes from colonial narratives
and as part of this they were
investigating using vr in tourist
centers
so that people could experience cultural
landmarks such as uluru
through indigenous perspectives rather
than by visiting and potentially
damaging or desecrating sites that were
considered sacred
unfortunately i had to return to the uk
before i could be further involved but
i’ve been so excited to see the fruition
of projects coming from a similar
mindset
such as the work of repliban at the
university of new south wales
his piece the torah’s straight virtual
reality lets people experience these
unique australasian islands and their
flora and fauna
whilst being guided by the stories and
navigation systems of the indigenous
tourist straight islanders
a perspective they might not otherwise
have been able to get
so a whirlwind tour of different
examples there
and one that hopefully gives you just a
glimpse of the hidden potential of vr
and its three key affordances for social
change
immersion to create agency embodiment to
invoke empathy
and transcendence to allow us access to
hidden spaces
and wherever you fall in the technology
debate i’m hoping there’s at least
something there
that gets you excited about vr and its
potential
however i’m not overlooking you if you
feel that you fall on the other side of
the debate
that technology causes more problems
than it solves
because here’s the really crucial thing
about affordances
they’re not neutral now neither are they
good or bad by default
but instead they shape and are shaped by
the society around them
so acquiring a pencil may change the
kind of messages that you’re able to
write
but there are so many other factors that
will influence
what you choose to say it’s the same
with vr
in fact i don’t believe any technology
by itself is going to help us solve any
of our social problems
but i do believe they can be part of the
solution if we use them correctly
in order to do that we need to
understand how each of their affordances
could cause harm if used in the wrong
way
whilst my research has focused on the
experience of a number of marginalised
groups and their use of vr
i’ve taken a particular interest in how
it’s been used in mental health
and that’s because as an individual my
identity has been significantly shaped
by living with a long-term mental health
disability
that’s allowed me to be part of projects
looking at using virtuality as an
educational and anti-stigma tool
in doing so one key risk that i’ve
observed is that by allowing us to
transcend boundaries
vr also allows us to violate spaces
the process of oppressing any group
often involves occupying and rewriting
their lived experience
and there’s any number of overly
negative and inaccurate portrayals of
mental ill health
frequently written by people that just
don’t have the experience to know
i’d be horrified to see any of those
becoming the basis for a voyeuristic vr
experience
so we need to start by ensuring that vr
users are invited in
rather than trespassing and that means
making sure resources are made by
or at the very least with people that
have the legitimacy and the experience
to really share a perspective on an
issue
unfortunately by being marginalized such
groups are often on the wrong side of
the digital divide
so to tackle that challenge we need to
be talking about access rights and
disenfranchisement
without that any sense of identification
or participation that vr
offers will be illegitimate and
potentially counterproductive
there’s also the fact that even amongst
people with lived experience there’s
really just one viewpoint on an issue
a project i was involved in looking at a
vr experience of psychosis
quickly stalled due to arguments around
the use of medicalized terminology
a key debate for many mental health
rights activists
and that showed me that vr can be a poor
choice for a contentious issue
because embodiment lends itself to
seeing just to a single viewpoint
whilst at the same time immersion helps
remove the cues that remind us to keep a
critical distance on an issue
because for all its sense of immediacy
and presence we have to remind ourselves
that vr
is scripted and created with an agenda
just like any other art form
so we need to be asking questions and
making sure that that doesn’t replace
conversation
in fact disagreement finally there’s the
fact that we’re unsure
about the significance or the longevity
of the empathy effect
often research into social impact
has looked at small or short-term
behavioral changes amongst new or
inexperienced users
research from a slightly different area
looking at br as a mental health
therapeutic tool
suggests that repeatedly immersing
people into the same experience
desensitizes them to that experience
this suggests that we need to be doing a
lot more research to understand how vr
affects our emotions
long term so that we don’t over saturate
people
and therefore end up provoking more
compassion fatigue than we tackle
so understanding vr from our affordances
perspective
as our co-creator of change it’s clear
there’s some questions we need to be
asking to make sure we maximize its
positive potential and minimize the
negative
we need to know whose perspectives are
being prioritized
where the funding is coming from to
create a resource and who is holding the
overall balance
of power in the making of vr and i think
now is a critical time to be asking
those questions
because for a long time now vr has
stayed in the sweet spot of becoming
increasingly affordable and accessible
whilst not by having the mainstream
success that would have led to it being
monopolized
and that means plenty of people have had
the chance to create and experiment and
research in relative freedom
but we’ve come a long way since the
power glove and i don’t think that vr is
going to be overlooked for that much
longer
in fact just a few years ago facebook
bought oculus makers of one of the most
popular vr headsets
and there’s another a number of other
major companies who are increasing their
investment in the technology
i think that means the balance of power
may soon be about to shift
so what does this mean for the future of
vr as a social change tool
well in true forum theatre style i’d
like to throw that answer back to you
i’d like you to think of a technology
that you think has either significantly
contributed to or alleviated a social
problem
whether that’s nuclear power plants or
social media or indeed
the printing press and now i’d like you
to imagine that you were there when that
technology was being developed
and you’d had your chance to have a say
would you have been one of the early
internet advocates
writing its manifesto of open access and
radical politics
or would you have been an industrial
revolution naysayer
demanding that your organization think
about its unintended consequences
or are both of those hopelessly naive
perspectives would you have done
something
more pragmatic whatever your answer to
that is
and i want you to think how you could
apply it to vr while it still is in
those developing stages
go out there and experiment with using
it any way you can find it
ask those questions about access about
agendas
and make sure that you’re holding people
to account if you have an important
perspective to share
experiment with what you can create or
if not make sure that you’re supporting
other creators
because above all the answer to how vr
will create social change is
it depends on how it’s used by people
like you
you