Abstract
Can we think of a day in our life without a mobile phone or access to a computer? If you look at the figures regarding our use of smartphones, the emails that we write, and the purchases that we make through the Amazon or other portals, the overall numbers have been increasing steadily and substantially. This chapter begins with some statistics to show our dependence on technology not only for formal work or chores around us, but also to highlight that such dependence on technology has opened new vistas, transforming our traditional social relationships. This effect is not merely confined to the i-Generation but has slowly escalated to the older generations, too. Technology has become so pervasive that the consequences of using it have begun to show several pathological effects. Addiction to the internet, cyber bullying, technostress, and overloading of mental operations were hardly known two decades ago, but now such problems are as common as the common cold and flu. The next section of the chapter focuses on the effects of gaming in the context of its cognitive, motivational, emotional, and social gains. Beginning with a description of the classic Turing Test, the chapter moves on to explore virtual reality which has redefined the role of technology in our life. Citing the work of Turkle and others, the chapter illustrates how technology tends to merge with the functioning of our own self, contributing to our tendency to anthropomorphize and leading to the development of the “second self.” The chapter ends with the applications of virtual reality in education, therapy, and industry, in addition to its impact on our behavior in social settings.
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Summary
That this is the age of machine-mediated reality would not be a misnomer, keeping in mind the rapid advancements in information and communication technology (ICT), smartphones, social networking sites, and the world of virtual reality. While our perceptions and cognition decide its initial adoption, it becomes imperative to understand what makes us slaves of such technology, the complex ways in which it changes all forms of social interaction and even our very personalities. Chapter 5 attempts to answer questions regarding technology adoption, in the light of current research in the use and abuse of communications technology and virtual reality. While dealing with topics such as texting, cyber bullying, problematic internet use, and internet addiction, the focus is on their effects on the psyche and the social life of the users. The second part of this chapter focuses on virtual reality and gaming, with the aim of understanding its psychological and social concomitants. The chapter ends with the ways in which the principles underlying virtual reality can be applied in realms such as education, therapy, and industry.
Suggestions for Further Reading
Gentile, D. A. (2009). Pathological video-game use among youth ages 8-18: A national study. Psychological Science, 20, 594–602.
Granic, I., Lobel, A., & Engels, R. C. M. E. (2013). The benefits of playing video games. American Psychologist, 69, 66–78.
Parisi, T. (2015). Learning virtual reality. Sebastopal, CA: O’Reilly Media.
Rosen, L. D. (2012). iDisorder: Understanding Our Obsession with Technology and Overcoming Its Hold on Us. New York, NY: St Martin’s Press.
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Kool, V.K., Agrawal, R. (2016). Behavior in the Virtual Environment. In: Psychology of Technology. Springer, Cham. https://doi.org/10.1007/978-3-319-45333-0_5
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