Friday 20 September 2013

EXistenZ vs Existence

1501HUM New Communication Technologies

Assessment 2 - Online Essay
Kelly Campbell
Tutor - Mr Chris Mamouzelos

eXistenZ vs Existence






EXistenZ vs Existence
A comparative essay on the relationship between a futuristic gamer based society and our contemporary gaming experience.
Introduction
David Cronenberg's 1999 cyberpunk film ExistenZ is a world based around the playing of a virtual reality game, which has layer upon game-in-game layer ultimately confusing players between the real worlds with the advanced virtual world, that the futuristic part flesh part software gaming systems, run through and powered by the players' nervous systems, provide. From this entertainment technology, offsprings a number of societal trends all based around the reliance on this virtual reality. Economical reliance or general disregard in the games society is apparent as well as societies seeming unquestionable acceptance of the alternate reality being the most important element of their day to day.
The nature of the game is essentially adventure styled roleplaying but through an interactive bioelectronic technology. Although there are arguably extreme differences in the type of gaming in the film compared to that of the current real world, the film displays relatively alike economic and social themes when compared to our contemporary reality.
The gaming focused lifecycle becomes socially accepted as being ‘mainstream’ and the out of game social patterns become reflective of repressed violence, aggression and antisocial behaviour. The methods of entering the games virtual world in the film are part-electronic, part-biological and seem extremely far fetched in comparison with even the most advanced technologies present today. Although it would seem fair to say that if  the future of our world strived in this direction, the electronic side is mostly there. It’s clear to see the few dots that need to be joined to then cater for the engagement of every sense and ultimate ‘out of body experience’, such as weight comprehension, sense of smell or touch.

The fastest growing sectors of the economy are those interested in innovative technologies, so there is absolutely room in society for something like the eXistenZ gaming systems. However participation culture is a far cry from that of today, concerning fully engaging gaming. It would seem that there would have to be a substantial catalyst to introduce advanced virtual reality gaming to a wider circle.


Social Constructs
The film presents some far fetched ideas about society becoming reliant on an alternative (virtual) reality through the advanced sensory-engaging technologies ExistenZ offers. The social construct that to crave being in a virtual reality is acceptable becomes predominantly a norm. The problem with this is that with prolonged use, especially of games with multiple layers, users may begin to confuse the real world with the virtual one. This presents a subtle level of potential madness in society, seemingly controlled by fear, a fear of losing access to their game world like the addictive quality of a drug.

In the film’s world it is a common denominator that connects every member of society, which one would assume brings about a higher sense of community, where in reality it actually doesn’t appear to. This arises the issue held in our world about youths amplified engagement with technology causing unsociability, where in Cronenberg’s world people are connected on a subconscious level but only within the game, rather than in real life discussing the game.

Violence within the game is a theme as well, but in an odd, almost disturbingly unnoticed way and post game (in the films real world) the audience can see glimpses of this wearing off. Anderson & Dill (2000) speak about the proven links from realistically violent games and real life outbursts, which raises the question of whether the overall idea of the film, confusing virtual with reality, could come about in the form of violence. The film, in short, concerns itself with “The extent to which representation can or cannot be separated from what people in a given context consider reality as well as the potentially violent reactions people can have when they feel they have license to kill”, Hotchkiss (2003).


Economic & The Gaming Industry
The technology to aid this type of gaming revolution is not yet present but the reception from society is. Virtual reality gaming technologies are evolving at a pace so rapid it seems unavoidable to comment. The Oculus Rift is a 360 degree, interactive headset, once put on all a gamer can see is within the virtual world and it seems difficult to define it from the actual. This type of immersive gaming technology, as well as standing boundaryless walking pads and motion sensing gloves are pushing the boundaries of a previously clear line between game and real life. Podobnik J. & Munih M. (2005) discuss the ability for an in virtual world hand grasp in relation to the kinetic, mass and slip factors, to assess the likelihood of the implementation of 4d weight sensing technological advances.  Once these are considered it is clear to see the potential dots that need to be joined to move into a gaming experience much like eXistenZ. There is no doubt that if a game such as this came about with such an alternate nature, such as hyper-realistic dimensions with a storyline of real life like situations and characters playing out their lives, it would make a mark as a definitive new product.

Values seem to be rearranged in the films world, so that level of advancement in the game is one’s social rank in society. This as well as that within the game as well as their world, there is no monetary system. seemingly points toward all that matters is the game and playing the game. The only economic advances society seems concerned with fulfilling are those associated with the game technologies.



Distance of eXistenZ from our real world
While the base values of society seem a far cry from that of the real world, there are still evident the definitions of right and wrong. Motives in life seem to have changed from the ‘existence’ of the game. Most of society seems addicted to being in the alternate reality and show no real motivation to follow through with traditional life passages such as starting a family, making a solid income and being fit and healthy.

As for the technological advancements, their implementations into the everyday life of civilians outside of gaming seem absolutely limited. One would consider the potential market for simplifying of everyday tasks through an out of body or mind control system. If these gaming world advancements were indeed made it would be nearly impossible for large technology corporations, currently such as Apple, to cash in and adapt them to new products in some way. Which is not evident in the film at all. As although gaming in our real world is often at the forefront of technological advances, communication devices, cars and other everyday essentials seem to have the step ahead.


Conclusion
Most factors point toward the conclusion that the gaming trend and social acceptance is a nearer reality than initially thought, aided by advancements in digital technology and rapidly growing space for new technology developments in the economy. However there are clear exceptions to the move, such as the part digital part living organism game pods. Creepy to say the least and far from even today's industry safety standards. Extensive testing and precautions would be implemented if such things were trialed in the current setting.

The desire to experience nature in real life and be fit and healthy within one’s body will never be fully replaced, not for all of society anyway. It has been commented that ‘geography will never end and that humans fascination with virtual reality only broadens the scope of his philosophical appreciation of actual reality’, International Journal of Peace and Development Studies (2011) noting that while society may appreciate and explore technologies, it will only ever remain an entertainment form, second to real life.


References


Anderson, C. A., & Dill, K. E. (2000). Video games and aggressive
thoughts, feelings, and behavior in the laboratory and in life.
Journal of Personality and Social Psychology, pages 772 – 790.





EXistenZ, 1999 (Film) David Cronenberg, Canada, Miramax

Note:Most references link to source

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