{"id":2013,"date":"2022-06-07T14:22:22","date_gmt":"2022-06-07T19:22:22","guid":{"rendered":"https:\/\/ic4ml.org\/?p=2013"},"modified":"2022-06-13T14:29:10","modified_gmt":"2022-06-13T19:29:10","slug":"facebooks-metaverse-virtual-reality-and-bertolt-brecht","status":"publish","type":"post","link":"https:\/\/ic4ml.org\/pt-pt\/blogs\/virtual-reality\/facebooks-metaverse-virtual-reality-and-bertolt-brecht\/","title":{"rendered":"Facebook\u2019s Metaverse, Virtual Reality, and Bertolt Brecht"},"content":{"rendered":"<div class=\"wp-block-image\">\n<figure class=\"aligncenter size-full\"><img data-recalc-dims=\"1\" loading=\"lazy\" decoding=\"async\" width=\"517\" height=\"282\" src=\"https:\/\/i0.wp.com\/ic4ml.org\/wp-content\/uploads\/2022\/06\/mark-zuckerberg-meta-platforms-logo.jpg?resize=517%2C282&#038;ssl=1\" alt=\"Zuckerberg's Meta\" class=\"wp-image-2014\" srcset=\"https:\/\/i0.wp.com\/ic4ml.org\/wp-content\/uploads\/2022\/06\/mark-zuckerberg-meta-platforms-logo.jpg?w=517&amp;ssl=1 517w, https:\/\/i0.wp.com\/ic4ml.org\/wp-content\/uploads\/2022\/06\/mark-zuckerberg-meta-platforms-logo.jpg?resize=300%2C164&amp;ssl=1 300w\" sizes=\"auto, (max-width: 517px) 100vw, 517px\" \/><figcaption>Zuckerberg&#8217;s Meta<\/figcaption><\/figure>\n<\/div>\n\n\n<p id=\"viewer-ei90o\">On October 28, 2021, CEO and founder of Facebook, Mark Zuckerberg, first announced the corporation\u2019s rebrand. The social media company would now be called Meta, and Meta would henceforth focus on a new platform: the metaverse. The term <em>metaverse<\/em> is an amalgam of the Greek prefix <em>meta<\/em>, meaning beyond or transcending, and -verse, short for universe (L\u00f3pez-D\u00edez). The metaverse first appeared in the 1992 sci-fi novel <em>Snow Crash <\/em>by Neal Stephenson. In his novel, Stephenson used the term as a synonym for Virtual Reality.<\/p>\n\n\n\n<h2 class=\"has-ek-indent wp-block-heading\" style=\"--ek-indent:20px\">At its core, Virtual Reality or VR, is an immersive medium.<\/h2>\n\n\n<div class=\"wp-block-image\">\n<figure class=\"alignleft size-full\"><img data-recalc-dims=\"1\" loading=\"lazy\" decoding=\"async\" width=\"383\" height=\"480\" src=\"https:\/\/i0.wp.com\/ic4ml.org\/wp-content\/uploads\/2022\/06\/Escaping-Criticism-1874-a-Trompe-l-Oeil-painting.jpg?resize=383%2C480&#038;ssl=1\" alt=\"Escaping Criticism (1874), a Trompe l'Oeil painting\" class=\"wp-image-2016\" srcset=\"https:\/\/i0.wp.com\/ic4ml.org\/wp-content\/uploads\/2022\/06\/Escaping-Criticism-1874-a-Trompe-l-Oeil-painting.jpg?w=383&amp;ssl=1 383w, https:\/\/i0.wp.com\/ic4ml.org\/wp-content\/uploads\/2022\/06\/Escaping-Criticism-1874-a-Trompe-l-Oeil-painting.jpg?resize=239%2C300&amp;ssl=1 239w\" sizes=\"auto, (max-width: 383px) 100vw, 383px\" \/><figcaption>Escaping Criticism (1874), a Trompe l&#8217;Oeil painting<\/figcaption><\/figure>\n<\/div>\n\n\n<p id=\"viewer-8di6a\">Immersion surrounds users and submerges them in a new reality or fictional world. Immersion is not new in Western media. Novels have long captured reader\u2019s imagination, <em>Trompe l&#8217;oeil <\/em>paintings have since fooled the eye, and films have had a detailed history of transporting spectators to vast and incredible worlds. In many ways, immersion has been the ultimate aspiration of media\u2019s innovation, and from novels to paintings to films, media has slowly approached this goal (Kim). VR promises to finally realize true immersion. It promises a sort of sensuousness and embodiment so exhaustive that what is actually mediated will feel <em>real.<\/em><\/p>\n\n\n\n<p id=\"viewer-6klph\">Meta\u2019s metaverse is predicated on the two core tenants of immersion, as I\u2019ve already discussed, and interoperability. Interoperability refers to a sense of continuity across various platforms, applications, and services. Through interoperability, one account or avatar can access a variety of experiences seamlessly. Zuckerberg sees the metaverse as an \u201cembodied internet\u201d and he envisions it as a space for gaming, work, exercise, communication, shopping, and a whole lot more. The metaverse for Zuckerberg would foster more meaningful social interaction, increased productivity, and an enriched, expanding economy.<\/p>\n\n\n\n<h2 class=\"has-ek-indent wp-block-heading\" style=\"--ek-indent:20px\">While Zuckerberg\u2019s vision for the metaverse sounds enticing and innovative, it is also worrisome.<\/h2>\n\n\n\n<p id=\"viewer-dkurb\">For the sake of concision, I raise three main concerns.<\/p>\n\n\n\n<p id=\"viewer-47v93\">1. Data Collection<\/p>\n\n\n\n<p id=\"viewer-buv8n\">Facebook\u2019s business model depends on data extraction and advertising. As the age-old adage goes, if it\u2019s free, then you\u2019re the product. Facebook collects user\u2019s data (interests, browsing habits, and other personal information) to sell to private interests and to micro-target advertising. Because VR requires extensive and detailed in-put such as tracking the user&#8217;s physical surroundings, VR media like Meta\u2019s metaverse allows for much more profound data collection. This pervasive data extraction rouses a variety of privacy and security concerns (Di Pietro).<\/p>\n\n\n\n<p id=\"viewer-7ff2l\">2. Selling Eyeballs<\/p>\n\n\n\n<p id=\"viewer-m9e4\">Similarly, Facebook\u2019s business model demands users to constantly engage with content. The longer a user consumes content, the more fruitful an opportunity Facebook has to expose users to advertisements and to collect data to sell. This paradigm motivates the corporation to prolong user engagement. What is the significance of \u201cselling eyeballs\u201d in a truly immersive space? How might corporations manipulate immersion to promote prolonged consumption?<\/p>\n\n\n\n<p id=\"viewer-1bs7l\">3. Critical Thinking<\/p>\n\n\n\n<p id=\"viewer-aoifg\">Lastly, immersion often threatens critical thinking. During the advent of popular movies, German theorist Siegfried Kracauer warned of the pacification encouraged by immersion. And in a similar fashion, the French philosopher Guy Debord once explained how cinema\u2019s immersion compromised \u201cthe criticality of the viewing subject.\u201d In essence, immersion encourages passivity (Elwes). VR enables a far more profound form of immersion and in this sense, it increasingly promotes passive viewership and troubles critical thinking.<\/p>\n\n\n\n<p id=\"viewer-9edup\">Ultimately, the metaverse poses a variety of concerns and it inspires various questions\u2026 What does it mean to have a corporation creating this space? Whose interests will be the priority? And lastly, how might users critically engage with VR?<\/p>\n\n\n\n<h2 class=\"has-ek-indent wp-block-heading\" style=\"--ek-indent:20px\">A German playwright from the early twentieth century inspires an effective answer to my final question.<\/h2>\n\n\n<div class=\"wp-block-image\">\n<figure class=\"alignleft size-full\"><img data-recalc-dims=\"1\" loading=\"lazy\" decoding=\"async\" width=\"520\" height=\"473\" src=\"https:\/\/i0.wp.com\/ic4ml.org\/wp-content\/uploads\/2022\/06\/Bertolt-Brecht.jpg?resize=520%2C473&#038;ssl=1\" alt=\"Bertolt Brecht\" class=\"wp-image-2017\" srcset=\"https:\/\/i0.wp.com\/ic4ml.org\/wp-content\/uploads\/2022\/06\/Bertolt-Brecht.jpg?w=520&amp;ssl=1 520w, https:\/\/i0.wp.com\/ic4ml.org\/wp-content\/uploads\/2022\/06\/Bertolt-Brecht.jpg?resize=300%2C273&amp;ssl=1 300w\" sizes=\"auto, (max-width: 520px) 100vw, 520px\" \/><figcaption>Bertolt Brecht<\/figcaption><\/figure>\n<\/div>\n\n\n<p id=\"viewer-1beb8\">Nearly a century before Zuckerberg announced Facebook\u2019s rebrand, the German playwright and theorist Bertolt Brecht articulated a new, reactionary canon of theater: Epic Theater. Epic Theater emerged in response to the conventional form of dramatic theater. Brecht believed dramatic theater to be too illusory and pacifying. It drew the audience in and dulled their critical capacities. In a word, dramatic theater was too immersive for Brecht.<\/p>\n\n\n\n<p id=\"viewer-5v2p0\">Inspired by Karl Marx, Brecht wanted his theater to be didactic. Unlike dramatic theater, he did not want to render his audience passive, instead the German playwright wanted to move his audience to critique not only the musical in front of them, but the world around them as well. Brecht wanted his theater to not only explain the world, but change it.<\/p>\n\n\n\n<p id=\"viewer-4onvn\">To do so, Brecht developed a theatrical device he called <em>verfremdungseffekt <\/em>or the estrangement effect in English. <em>Verfremdungseffekt <\/em>creates a sense of distance between the play\u2019s content and the audience. It estranges the audience and counteracts the mechanics of immersion (Brecht).<\/p>\n\n\n\n<p id=\"viewer-7g7cq\"><em>Verfremdungseffekt <\/em>takes on many forms in Epic Theater. It takes the form of an actor playing more than one character. It looks like the bizarre, uncanny personas produced by the Brechtian technique of <em>gestus<\/em>. It takes the form of actor\u2019s breaking the fourth wall and talking to the audience. All in all, <em>verfremdungseffekt <\/em>seeks to expose theater\u2019s construction. It reminds the audience that what they are watching is indeed a play.<\/p>\n\n\n\n<h2 class=\"has-ek-indent wp-block-heading\" style=\"--ek-indent:20px\">Brecht desired to literally draw back the curtain on his musicals.<\/h2>\n\n\n\n<p id=\"viewer-c1tgi\">By estranging the audience and inhibiting immersion, Brecht\u2019s Epic Theater is empowering. It encourages the audience to actively and critically engage with the content before them and it emphasizes media\u2019s inherent construction. I argue that by applying the principles of Epic Theater to the VR and the metaverse, media-producers can better equip their audiences with critical thinking.<\/p>\n\n\n\n<p id=\"viewer-2ch2a\">Brecht, Bertolt, and Edith Anderson. \u201cTheatre for Learning.\u201d <em>The Tulane Drama Review<\/em>, vol. 6, no. 1, 1961, pp. 18\u201325.<\/p>\n\n\n\n<p id=\"viewer-9cbee\">Di Pietro, Roberto and Stefano Cresci. \u201c\u2018Metaverse\u2019 Security and Privacy Issues.\u201d <em>The Third IEEE International Conference on Trust, Privacy and Security in Intelligent Systems, and Applications<\/em>, December 2021.<\/p>\n\n\n\n<p id=\"viewer-418j7\">Elwes Catherine. \u201cThe Dialectics of Spectatorship.\u201d <em>Installation and the Moving Image<\/em>, 2015.<\/p>\n\n\n\n<p id=\"viewer-bfh5b\">Kim, John W., &#8220;Rupture of the Virtual&#8221; (2016).<\/p>\n","protected":false},"excerpt":{"rendered":"<p>A German playwright from the early 20th century introduces a response to a contemporary 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