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Take-Two CEO Worries About 'Anti-Social' Oculus Rift

Take Two CEO Worries About Anti Social Oculus Rift


The Oculus Rift is the final solution, eliminating even the ability for a friend to effectively watch you play a game. You’re in a cone of virtual reality, numb to the outside world. It’s almost weird for anyone else to even be physically around you as play, given how isolated the experience is meant to be.

I suppose it can be argued that there is still some “social” aspect to physically isolated games. Avid World of Warcraft players would be deemed “anti-social” by many, but they would point to their 20-member guild and claim they have loads of friends through the power of the internet. Perhaps the Oculus will lead to virtual “social” spaces like this which will make players feel less alone, but still, is that an adequate or healthy replacement for physical, face-to-face interaction?

There’s something to be said about the innate concept of gaming with real-life friends, and it is a little worrisome that the Oculus erases every physical aspect of interaction with other players, or even observers. I’ve seen many an Oculus demo where someone in the real world touches or calls out to someone playing the Rift, and it inspires a twitch reaction of pure panic and fear in the player due to the fact they’re far down a virtual rabbit hole.

Stashed in: History of Tech!, Games, Virtual Reality!, Gamers!

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I can definitely see the dark side of Oculus where people don't want to come back.

Proceed with caution.

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