Beyond hardware issues, VR's primary adoption barrier is its isolating, 'antisocial' nature. While gaming trends toward shared, social experiences, VR requires users to strap on hardware and disconnect from their physical surroundings, creating a fundamental conflict with modern user behavior.
The biggest downside of remote work isn't lost productivity, but the elimination of serendipity. It removes the chance encounters that lead to friendships, mentorship, and cross-pollination of ideas. For those needing to build a network, the convenience of working from home comes at the high cost of isolation and stunted growth.
The internet's evolution from social networking (connecting with friends) to social media (broadcasting to followers) destroyed a valuable product category. This shift replaced genuine intimacy with performance, contributing to a global rise in loneliness and isolation as people stare at screens instead of connecting.
People feel lonely because they fill their finite capacity for social connection (Dunbar's number) with one-sided parasocial relationships from social media. These connections occupy mental "slots" for real friends, leading to a feeling of social emptiness in the real world.
As life commitments increase, gaming's purpose can shift from competitive achievement to being a crucial tool for maintaining social connections. It becomes a reliable weekly ritual for friends to connect, talk, and have "group therapy sessions" in a shared virtual space.
Beyond economic disruption, AI's most immediate danger is social. By providing synthetic relationships and on-demand companionship, AI companies have an economic incentive to evolve an “asocial species of young male.” This could lead to a generation sequestered from society, unwilling to engage in the effort of real-world relationships.
Face-to-face contact provides a rich stream of non-verbal cues (tone, expression, body language) that our brains use to build empathy. Digital platforms strip these away, impairing our ability to connect, understand others' emotions, and potentially fostering undue hostility and aggression online.
Luckey argues analysts misunderstand the Vision Pro's strategy. At $3,500, it's not a mass-market product. Its goal is to make VR highly desirable and aspirational. By solving the "want" problem first, Apple primes the market for future, lower-cost versions, avoiding the trap of making a cheap product nobody wants.
We spend more time alone due to structural factors and technology that enable avoiding interaction. This 'interiority' is a self-reinforcing cycle: as we interact less, our social skills can atrophy and social inertia sets in, making it progressively more difficult and energy-intensive to re-engage with others.
Advanced AR glasses create a new social problem of "deep fake eye contact," where users can feign presence in a conversation while mentally multitasking. This technology threatens to erode genuine human connection by making it impossible to know if you have someone's true attention.