Abstract
This article explores the democratic implications of the wide adoption of XR (eXtended Reality) technologies, drawing on Hannah Arendt’s political theory and her concept of common reality. Arendt argues that the intersubjective construction of a common reality is what enables the establishment of factual truth and that both are prerequisites for a functional democracy. Without them, ideology can be established as truth by anti-democratic forces with power over media outlets, paving a path toward totalitarianism. This article argues that XR technologies can be used to inhibit the construction of a common reality through the same individualization of media experiences that has been shown to impede democratic processes in the social media context. The companies generating increased revenue through individualized micro-segmentation are now also vying for dominance in the XR media arena. It is argued in this article that such individualization can impede the co-construction of a common reality and a factual truth because XR media are hyper-persuasive and capable of altering an individual’s overall perception of reality. The viability of such platform-controlled individualization in XR is demonstrated through an Arendt-based critique of four properties related to XR technologies: Hypertargeted personalization, false memory creation, reality indistinguishability, and predictive processing theory. Based on these analyses, the article concludes that XR policy and regulation must consider how XR gives platforms unprecedented persuasive powers as they become capable of altering a user’s reality perception remotely and how, per Arendt, this may threaten democracy.
Keywords
Introduction
Building on her groundbreaking 1951 book, The Origins of Totalitarianism (1973), Hannah Arendt’s political-theoretical work from the 1960s and early 1970s explored democratic freedom and what conditions might impede it. The rise of anti-democratic forces in Europe, Latin America, and the United States has led to a renewed interest in this part of Arendt’s work (Applebaum, 2022). These political developments are, according to some scholars, partially attributable to large, platform-operating technology companies (dubbed ‘gatekeepers’ by the European Commission (2023b)), and their strategies of individualization on, e.g. social media platforms. Such strategies, the scholars argue, enable the propagation and amplification of misinformation, distrust, division, and polarization (Farkas and Schou, 2019; Howard, 2020; Kubin and Von Sikorski, 2021). These ‘gatekeepers’ have now turned their attention toward the XR (eXtended Reality) and metaverse markets. In response to this recent industry turn, this article argues that when the current, financially incentivized individualization of users is applied to XR technology, it has severely detrimental effects on democracy because it blocks the emergence of what Arendt calls factual truth by disrupting the social co-construction of a common reality.
After an overview of the XR terminology used throughout the article, this main argument begins unfurling with the explication of two prerequisites for a functional democracy in Arendt’s theory: The co-constitution of a common reality and the factual truth that emerges from it. Moving toward an Arendtian analysis of XR technologies, I demonstrate Arendt’s relevance in this context by showing how the societal power held by the ‘gatekeepers’ and their platforms resemble the state and social powers she is concerned with. An overview of the ‘gatekeeper’ platforms’ initiatives in XR introduces the main argumentation, consisting of an analysis of four specific tenets of XR technology and metaverse content: hypertargeted personalization, false memory creation, reality indistinguishability, and predictive processing. For each of these properties, I show how they work to impede the co-construction of a common reality and a shared recognition of factual truth, which imperils democratic processes, according to Arendt.
XR terminology overview
As an umbrella term, XR (eXtended Reality) covers three media forms: augmented reality (AR), virtual reality (VR), and mixed reality (MR). Though other definitions of these terms have been offered before (Milgram et al., 1995), there appears to be a consensus forming between users and the industry that the following definitions are valid: AR devices overlay a digital experience onto what seems like a direct, sensory experience to the user. For example, AR glasses resemble ordinary eyewear but can superimpose digital elements onto the reality that the user sees through the lenses. MR devices strive to achieve the same goal but use camera feeds that are treated digitally and shown on screens inside a headset rather than letting the user look at reality through eyewear lenses. MR can thus be seen as a solution to achieve AR-like experiences with currently available technology until AR glasses become sufficiently advanced. By contrast, VR devices produce an entirely separate reality into which the user enters as an avatar. To produce this effect, VR devices rely on separation and replacement, isolating the users’ senses to the widest possible extent and instead feeding digitally-produced content into the user’s sensory apparatus in place of any sensory input the user would experience without the device. Partially spurred by Facebook’s name change to Meta and the company’s pivot to XR, the use of the term metaverse (Stephenson, 1992) has spread widely and is used concurrently to denote an immersive virtual space accessible through VR, or an interoperable network of such spaces, which might also include MR and AR experiences (Ball, 2022).
Arendtian theory, common reality, and factual truth
In 1967, Arendt recounted the following anecdote about the World War I-era prime minister of France, Georges Clemenceau, in The New Yorker:
Clemenceau, shortly before his death, found himself engaged in a friendly talk with a representative of the Weimar Republic on the question of guilt for the outbreak of the First World War. ‘What, in your opinion’, Clemenceau was asked, ‘will future historians think of this troublesome and controversial issue’? He replied, ‘This I don't know. But I know for certain that they will not say Belgium invaded Germany’ (Arendt, 1968: 239).
The anecdote serves as a fitting illustration of Arendt’s conception of truth: There are many forms of truth, and even the truth most closely linked to the historical record can rarely be discussed using absolutist terminology pregnant with certainty. Overall, Arendt was skeptical of modernity’s reliance on rationality as a mode of truth production. She accepts rational truth statements such as the ‘mathematical truth’ of the statement ‘The three angles of a triangle are equal to two angles of a square’ (Arendt, 1968: 240). What Arendt calls factual truth, however, is very different. Factual truth is established pluralistically, as it ‘is always related to other people’ and ‘exists only to the extent that it is spoken about’, making it, in Arendt’s conception, ‘political by nature’ (p. 238), that is, a product of human deliberation.
This is why Clemenceau, though he did so cautiously, could state a historical fact without consulting sources: German troops crossed into Belgium on August 4, 1914, and not the other way around. Multiple eyewitness accounts and much documentation support this factual truth, and it has been uncontested for so long that to convince the world’s population otherwise or change the historical record would ‘require no less than a power monopoly over the entire civilized world’, as Arendt writes (1968: 239). However, she then provides a caveat that is crucial to the argument made in this article: ‘But such a power monopoly is far from being inconceivable, and it is not difficult to imagine what the fate of factual truth would be if power interests, national or social, had the last say in these matters’ (p. 239). Passing away in 1975, Arendt did not live to experience any power monopolies over the entire civilized world, and yet, knowing the nature of totalitarianism, she does not rule them out. Could the technology platforms of the 21st century constitute such power monopolies?
When society is platformized, the individual relinquishes power and control in an increasing number of areas to centralized platforms (Culpepper and Thelen, 2020; Van Dijck et al., 2018). This type of surrender of power to a central entity is also at the heart of Arendt’s democratic and political theory, which makes it an appropriate theoretical framework for the argument presented here. In Arendt’s work, the central entity in question is most often the state, but I will argue alongside Deleuze (1992), Zuboff (2019), and many other scholars that the power and influence of the platforms in question can be state-like in some areas. There are multiple parallels. Arendt describes a totalitarian regime as an ‘onion, in whose center, in a kind of empty space, the leader is located; whatever he does-whether he integrates the body politic as in an authoritarian hierarchy, or oppresses his subjects like a tyrant-he does it from within, and not from without or above’ (1968: 99). Hence, while a totalitarian regime can encompass authoritarian or tyrannical practices, these practices are adopted by the population through mass mobilization. Unlike in tyranny and authoritarianism, the population will tolerate or accept the presence of oppression in society and often participate in these oppressive practices. The individual becomes a part of one of the onion’s layers, seemingly acting in oppressive ways of their own free will but is, in practice, being coerced through means of propaganda, misinformation, and the terror of one’s reality not conforming to dictated ideological or social norms. Some scholars believe that the application of these very same mechanisms to dominant social media platforms and search engines helped enable the successful right-wing mobilization efforts in the 2016 U.S. presidential election (Farkas and Schou, 2019; Howard, 2020), as well as the January 6 insurrection at the US Capitol building (Clayton et al., 2021; Van Swol et al., 2022). Arendt writes that when media and other institutions are used to mobilize people around a totalitarian ideology, to create the layers of the metaphorical onion, ‘…ideological thinking becomes emancipated from the reality that we perceive with our five senses, and insists on a “truer” reality concealed behind all perceptible things’ (1973: 470–471). This corresponds to the widespread behavior identified by Suler (2015), where Internet users dissociate from reality in favor of their own (often solipsistic) construction of ‘reality’ as presented by Internet platforms. Till (2021) argues that propaganda efforts on social media exploiting such dissociation can destabilize perceptions of reality and be used to recruit users to further engender alternative, misinformation-based perceptions of reality useful to the propagandist. In other words, even before the emergence of XR, online platforms have been shown to facilitate individual dissociations from a common, shared world, arguably with less force than XR is capable of with its reality-altering approach.
Arendt describes analogous dissociations that impede the emergence of factual truth through deliberative communication per the Clemenceau example above. For Arendt, the breakdown of democracy begins with the disruption of the people’s ability to co-constitute a ‘common and commonly recognized reality’ (1968: 236), which I refer to in this article as common reality. Without agreeing on what is real, the people’s capacity for deliberative political interaction is inhibited, and they can no longer agree on what is factually true. This leaves factual truth open to be defined by a totalitarian movement or authoritarian political figures through, in Arendt’s terminology, substituting reality with an image. Fortunately, Arendt writes, we carry the antidote within us. Drawing on Aristotle, Arendt argues that a person should strive to become a ‘political being,’ thereby realizing the potential for at least two human capabilities: Judging and common sense. Arendt writes of the former that ‘the capacity to judge is a specifically political ability’ (1968: 221). Hence, judging is a political being’s capacity for inner, pluralist dialog, that is, the ability to make a judgment ‘not only from one’s own point of view but in the perspective of all those who happen to be present (p. 221). The ability to orient yourself as a political being ‘in the public realm, in the common world’ (p. 221) is what Arendt calls using common sense. The common sense is what enables a person to engage with their fellow humans in the co-construction of a common reality. Arendt uses Hegel’s reading of Plato’s cave allegory to show how powerfully the denial of communicative interaction inhibits the co-constitution of a common reality: A philosopher who has discovered the truth of an ‘objective’ reality of the world outside the cave cannot discuss this discovery with the cave-dwellers, as they do not understand his new perspective, and that same new perspective disables him from describing it in terms they understand. Arendt describes the philosopher as being ‘outside the political realm’ (1990: 100), having ‘lost the common sense needed to orient himself in a world common to all’ (p. 95). With this example held aloft, Arendt warns that the disruption of democracy has occurred ‘…when people have lost contact with their fellow men as well as the reality around them’ (1973: 474). This loss of contact causes humans to lose their ability to distinguish fictional realities (the aforementioned ‘image’) from a common reality shaped by factual truth: ‘The ideal subject of totalitarian rule is not the convinced Nazi or the convinced Communist, but people for whom the distinction between fact and fiction (i.e., the reality of experience) and the distinction between true and false (i.e., the standards of thought) no longer exist’ (p. 474).
Platforms and their power
From the vantage point of Western democracies in the 21st century, which entities might possess the power to disrupt the discourse between humans in which a common reality can be co-constituted? Who might replace it with an ‘image’ or an ideological truth that is ‘truer’ than what individuals can observe themselves, per Arendt? A majority of people in the world now use platforms owned by the ‘gatekeepers’ and only a few other companies to communicate (GWI, 2023), of which several have a history of enabling the spread of political misinformation (Pickard, 2019). Those platforms appear to be capable of both the discourse disruption and the presentation of ideological truth in the place of factual truth. As Van Dijck et al. (2018) argue, ‘gatekeepers’ are ‘deeply penetrating every market and public sector of society’ partly because they wield ‘near-monopolistic powers over essential infrastructural services’ (2018: 147–148).
The power concentration of platforms with a history of enabling democratic disruptions has been a concern of democratic confederations such as the United States and the EU in recent years, leading to new legislative initiatives. According to the European Commission, ‘democracies around the world are facing a proliferation of false information, which may have the potential to destabilize their democratic institutions and undermine the trust of citizens’ (2021: sect. 7). In response to this threat, the EU implemented the Digital Services Act (DSA) in November 2022 as part of the larger European Democracy Action Plan, which seeks to ‘empower citizens and build more resilient democracies’ (2021: sect. (2) in part by gaining greater oversight and aligning VLOPs and ‘gatekeepers’ with EU’s Code of Practice on Disinformation. As part of the implementation process, the European Commission named 17 VLOPs (Very Large Online Platforms) that would be subject to special regulations and obligations under the DSA (European Commission, 2023a). The owners of the 17 VLOPs overlap substantially with seven corporations designated by the European Commission as ‘gatekeepers’ of the digital economy, 1 that is, Samsung, Bytedance, Meta, Apple, Microsoft, Alphabet/Google, and Amazon (European Commission, 2023b).
That some ‘gatekeepers’ possess powers that mimic those of nation-states is perhaps best exemplified by Meta. 3.01 billion people interacted with one of Meta’s social platforms daily in Q1 2023, with 3.81 billion using a Meta product once a month during the same period (Meta Platforms, Inc., 2023). Out of the world’s 8 billion people, only 5.3 billion people had access to the Internet in Q1 2023 (International Telecommunications Union, 2022). Excluding China and Russia, where Meta’s products were banned in Q1 2023, the number of possible Meta users in the world stands at 4.14 billion. In other words, trusting Meta’s own Q1 2023 usage statistics, 91% of all people in the world who were able to use Meta’s products did so at least once a month, and 72% did so once a day. If Hepp (2020) is correct that digital media now define our understanding of (and interactions with) the world, Meta’s global presence and influence certainly resemble a form of Arendt’s ‘power monopoly over the entire civilized world’ (1973: 439). Thus, it would not be an unfair characterization to describe Meta’s corporate power as being impossible to disentangle from social power and some powers traditionally attributed to governments in democratic systems, such as the facilitation of political deliberation and voter access to information. The same is the case for other ‘gatekeepers’, for example, Google’s semi-monopoly on information-seeking platforms and Apple and Google’s global duopoly on smartphone platforms. Following Arendt, it is ‘far from being inconceivable’ that the ‘fate of factual truth’ is tied to these global monopolies and their ‘power interests’ (1968: 239). As Farkas and Schou (2019) show, even a purely financial ‘power interest’ on the part of the ‘gatekeepers’ may become ideological by proxy if their revenue is tied to replacing a co-constituted common reality with ideology.
Main argument and analysis
XR and VLOPs overview
Among the 17 VLOPs identified by the European Commission, 10 are owned by 6 ‘gatekeepers’ who are all working in the XR space: Apple, Bytedance, Google, Meta, Microsoft, and Snap, Inc. Apple began their venture into the XR market with the announcement of the Vision Pro headset in June 2023, while both Meta and Bytedance (through its Pico brand) have several VR and MR headsets available. Microsofts MR Hololens headsets are aimed at the enterprise market, but like Google, the company has a much more significant foothold in the XR market through its software. Microsoft is home to the Xbox gaming brand with its range of MMORPG games with metaverse-like characteristics, and Xbox game compatibility was announced for Meta’s VR/MR headsets in October 2022. Google abandoned its XR hardware ambitions in 2023 and is now instead focused on providing XR experiences through Android – which already powers headsets from Meta and Pico. It should also be noted that Amazon, Microsoft, and Google (in that order) make up the top three cloud infrastructure service providers worldwide, and they all maintain significant client lists in the gaming space, including producers of XR/metaverse games (Synergy Research Group, 2023). Snap, Inc., the company behind the social media platform Snapchat, is developing its fifth generation AR glasses which will build on the previous generation’s ability to use ‘lenses’ similar to those found on the Snapchat smartphone app. On smartphones, ‘lenses’ allow users to alter their faces with AI-driven, real-time visual effects, which can range from adding a dog’s snout to beauty-oriented alterations, such as removing wrinkles. Similar AR effects have also become available for buildings in major cities in recent years. (Heath, 2021).
There are multiple other brands in the XR space, including big technology brands such as Sony, Samsung, Lenovo, HP, Valve, and lesser-known brands including Magic Leap, Nreal, Vuzix, Pico, and Pimax. None of them maintain platforms or customer bases that meet the EU’s requirements for the ‘gatekeeper’ or VLOP designation, except for Samsung, whose XR engagement is still very small at the time of writing.
Industry-based projection of XR technology development
It should be noted that while the following argumentation relies on industry projections of XR device capabilities, the technologies mentioned in the analysis are already available in the marketplace. Some are currently available technologies whose development follows reliable trajectories such as those described in Moore’s law (Leiserson et al., 2020). Trajectories such as these have been demonstrated as very accurate in the short-term (Fye et al., 2013), and the near-future capabilities of the related technologies can thus be projected straightforwardly and with a very high likelihood. For example, smartglasses manufacturer Vuzix launched lightweight AR glasses in January 2023 that resemble regular eyewear frames, with a digital layer of text and low-resolution graphics projected onto what the user sees through the lenses. The frames, named Vuzix Ultralites, connect wirelessly to the user’s phone, which provides most of the computational power and cloud computing access for the frames. The quality and lifelikeness of the graphical representation in the glasses is thus only a question of the resolution of the small waveguide projector built into the frames, which in the case of Vuzix Ultralites, is based on microLED technology. The latter is on a steady development trajectory (Jiang and Lin, 2023) and has already been shown to be capable of achieving a high resolution of 5100 pixels per inch in full color 2 (Shin et al., 2023). When AR glasses such as the Vuzix Ultralites will feature higher resolution graphics is thus solely a question of how quickly microLED mass production costs are reduced (Leiserson et al., 2020; Shalf, 2020).
Similarly, the achievement of photorealism in real-time rendered computer graphics for gaming (Zibrek et al., 2019) means that the indistinguishability factor described below is now achievable in XR devices and environments. According to Apple’s own PR videos, the Vision Pro headset already achieves indistinguishability in some contexts (Rossignol, 2023). As with microLED development, GPUs and CPUs that can facilitate indistinguishability are available, and they will be introduced to consumer XR devices as mass production costs decrease (Leiserson et al., 2020).
Four properties of XR through an Arendtian lens
The reliability of these industry projections affords us a head start on critical analysis of where XR is going. Because these devices are (only) a few years away, it seems prudent to begin considering those of their properties that are likely to cause harm. What follows are four such properties.
Hypertargeted personalization
As mentioned above, new regulations for digital media platforms have been implemented in several regions out of a concern for increased political polarization and distribution of misinformation partly facilitated by the ‘gatekeeper’ platforms and their use of micro-segmentation. For example, Meta owns Facebook, Instagram, and WhatsApp, all of whom have been shown by both academics and government agencies to have played a role in making users vulnerable to strategic dis-/misinformation campaigns through micro-segmentation and hypertargeting (Al-Rawi, 2021; Farkas and Schou, 2019; Martins et al., 2022). Alphabet/Google has faced similar criticisms with respect to their algorithmic filtering and ranking of ads, search results, and content on their main platform as well as on YouTube (Bryant, 2020). Bandy and Diakopolous’ audit of Apple News showed that when the service relies on algorithmic curation of news stories, the ‘source diversity’ and ‘evenness’ suffer (2020: 45), and Microsoft and Amazon have both been criticized for hosting and algorithmically promoting extreme and anti-democratic content on their content platforms, including Minecraft and Twitch (Condis, 2019). In 2017, Just and Latzer convincingly argued that ‘shared social reality in societies… is increasingly being co-constructed by automated algorithmic selection’ (2017: 254) and that ‘algorithmic reality construction tends to increase individualization’ (2017: 1). Just and Latzer acknowledge the long-established view that traditional mass media also influence reality perception, but argue that algorithmically selected media are different because of the ‘growing personalization of constructed realities and the subsequent individualization effects,’ as well as the platformized power distribution, referred to by the authors as a distinct ‘constellation of actors’ (2017: 254). This view was later supported by Couldry and Hepp’s notions of a mediated construction of reality and deep mediatization (2018; 2020) and Kubin and von Sikorski’s meta-analysis (2021), which also shows how algorithmic individualization features are highly likely to cause political polarization.
Given the centrality of individualization through data extraction and subsequent micro-segmentation to the business models of the platforms mentioned above, it would be surprising if they chose not to follow the same strategy in their XR ventures. Meta’s Quest Pro headset is an example of this, where five cameras inside the headset track the user’s eyes and facial expressions with the purpose of replicating these expressions in a VR avatar, extracting extremely granular data that may be repurposed in ways we may not yet know (Johnson, 2022). Apple’s Vision Pro employs similar technologies (Rossignol, 2023).
In addition, Google and Microsoft have integrated generative AI (Google’s Bard and OpenAI’s GPT models) in their software products, and Snap, Inc. has announced that it is integrating generative AI visuals in its AR products, currently on smartphones (Perez, 2023). This enables on-the-fly generation of digital layers that otherwise would have been preprogrammed, and thus also a greater possibility for individualization of the content.
It follows from Arendt’s theory presented above that when individualization ensures that media content looks different for each individual (further exacerbated by the on-the-fly generation of digital content by AI), there is less basis for political interaction and deliberation – and hence, the co-construction of a common reality is inhibited. In other words, the data extraction-driven personalization at the heart of the platforms currently pursuing market shares in the XR space is in direct opposition to the intersubjective common reality construction so instrumental to a functioning democracy, according to Arendt.
False memory creation
In Arendtian theory, memory is inseparable from the co-construction of a common reality and expressing oneself as a political being. Memory is key to the ‘historical existence’ of humans, and, along with the boundaries of positive laws, ‘guarantee the pre-existence of a common world, the reality of some continuity which transcends the individual life span of each generation’ (Arendt, 1973: 465). In a world where co-construction of a common reality exists and works, there may, of course, be differences in how things are remembered, but as in the Clemenceau anecdote, consensus should be reachable about most significant events. But what if, as Arendt warns, ‘power interests, national or social,’ gain the ability to significantly influence people’s memories? Would it not be possible to individualize memory perception or use it to fragment populations into small groups with vastly different perceptions of recent events? If this can be done, it essentially becomes an obstacle to the co-construction of common reality. Such an obstacle might be overcome with careful deliberation and interaction, but it would likely take so much time and effort that the people involved would have no time to do anything else. The co-construction of common reality can thus be impeded and slowed to a crawl by reducing the amount of commonality between how people remember events, for example, by exploiting memory malleability.
Memory malleability is a well-studied phenomenon, including in digital media studies, where synthetic content on social media platforms, such as fake news articles and deepfake videos, has been shown to cause politically divisive false memory effects (Liv and Greenbaum, 2020; Murphy and Flynn, 2022). Several studies have been published that show how XR devices can create potentially false memories, even at the cognitive and motoric levels. In one example, König et al. (2016) were able to induce a (self-reported) ‘new spatial perception’ (p. 20) in a multi-week experiment where participants used a non-visual AR device in the shape of a belt that vibrated according to how close the wearer was to facing the magnetic north. In other words, the deeply-rooted memories that enable heuristical evaluation of distance were altered in this case. Furthermore, multiple studies over several decades have studied how VR experiences may lead to the adoption of false memories (Bréchet et al., 2019; Sauzéon et al., 2012; Segovia and Bailenson, 2009). Drug use and other lifestyle factors may exacerbate this effect (Kloft et al., 2020).
When people remember things differently, it severely complicates and degrades the deliberations between people from which factual truth would otherwise emerge in a functional democracy. Per Arendt, it is particularly dangerous if the degradation of deliberations is remotely triggered by an external party, as this begins to resemble the tactics of totalitarian regimes. And yet, as shown above, widespread XR adoption may grant the ‘gatekeepers’ these powers.
Reality indistinguishability
Perhaps the most concerning property of XR is the concept of indistinguishability. By achieving indistinguishability between the graphics-enhanced experience and what a person might experience without a device, not only can platforms dictate a person’s reality experience remotely, but the world can also appear differently to the person than what someone standing right next to them would experience. This can be used to create further divisions between individuals about the experience of the world and what is true, thus further inhibiting the co-construction of a common reality.
To achieve this, the Augmented, Mixed, or Virtual Reality content must appear indistinguishable from the reality perceived without an XR device. ‘Indistinguishable’ in this context does not necessarily mean, for example, photorealistic. It just means that conditions must be such that it is made extraordinarily difficult for an individual to know if what just occurred was a result of an XR experience or an XR-less experience of reality. Consider the situation where a person wakes up from a nap and sees and hears a fly buzzing around in the room. When the person realizes that they fell asleep while wearing AR glasses and takes them off, the buzzing stops, and the fly is no longer visible. But can the person truly know whether the fly was generated by AI and reproduced in the AR glasses or whether there actually was a fly there that happened to fly out the window at the very moment that the glasses were removed? Several studies have shown how one’s own perceptual experiences shape beliefs in ways that are difficult to adjust or correct later, and so even if the fly-observing AR glasses user was to check the activity log of the glasses to consult some approximate form of objective measure of reality, it might be difficult for the person to believe that the fly was not really there (Evans, 2017; Fletcher and Frith, 2009; Shermer, 2011).
The platforms offering XR devices and content strive for both this form of event-based indistinguishability as well as visual indistinguishability achieved through strong graphics processing. Meta calls it the ‘visual Turing test,’ and passing the test is the company’s stated goal (Meta Staff, 2022). Complete sensory indistinguishability resulting in total immersion into virtual reality is difficult to obtain, as it requires that all senses are stimulated simultaneously and convincingly. Sensory mismatches, like experiencing a peaceful meadow audiovisually in VR, but smelling fresh paint from the room you are in, are obstacles to the industry’s goals of immersion and indistinguishability. This, along with the sensation of wearing the headset (its weight, smell, etc.), has been named the ‘device-gap’ by Slater et al. (2020: 2).
However, the device-gap is less of an issue in AR, where devices resemble regular eyewear, and as the fly example above shows, it is not just a photorealistic, graphic representation that can establish indistinguishability. Also, the fly example shows that indistinguishability does not have to be constant to create a false memory or alter your perception of reality. Momentary indistinguishability is much more likely to occur, especially in the early stages of AR technology development. Momentary indistinguishability is also more likely to be accepted heuristically, for example, before awareness of device-gaps and sensory mismatches set in – as in the fly example. I call such moments of temporary inability to separate different realities Experiential Indistinguishability Events (EIEs). Several empirical studies have shown them to be likely occurrences: Eckhoff et al. (2020) successfully induced an involuntary heat sensation in the hands of 50% of experiment participants, whose hands were shown to be burning through an AR headset with accompanying sound. None of the participants reported changes in anxiety levels (indicating that the participants were conscious that the AR signal was an illusion), but skin conductance measurements told a different story, revealing signs of stress. Similarly, Nakano et al. (2019) served ramen and somen noodles to a small group of experiment participants (n = 18) who wore AR headsets that altered the visual appearance of the noodles so that ramen appeared to be somen and vice versa. All but three of the participants reported perceiving the flavor of what they were shown rather than what they were actually eating. Ijsselsteijn et al. (2006) and Raz et al. (2008) successfully conducted early digital versions of the so-called rubber hand illusion (RHI) using rudimentary AR technology. In the RHI, a rubber hand placed in an appropriate field of view of the subject – while the subject’s corresponding hand is hidden– is used to induce the perception of sensation when the rubber hand is, for example, stroked with a brush. In a variation of the RHI, Rosa et al. (2019) induced in their subjects a sense of having a third hand by providing visual and tactile stimuli through MR devices.
It could be argued that the momentary nature of EIEs somewhat neutralizes their effects. After all, Arendt argues that the slide toward totalitarianism is characterized by long periods of constant pressure, including in the media. But it is not the length of the single EIE but rather the accumulated volume of EIEs that matters here. The higher the number of EIEs experienced by individuals wearing AR glasses every day, the higher the likelihood that those individuals will experience EIEs that are different from other users’ EIEs. One person may walk down a city street without AR glasses and see dilapidated buildings and get a general sense of decay, while a person wearing AR glasses might experience the same street through a software lens like those currently offered by Snap, Inc. and see buildings in fine conditions. Considering they would accumulate several similarly divergent EIEs every day, it would not be surprising if person 2 adopted a different attitude towards the state of affairs in society than person 1 and began supporting a political party that represents voters with a similar attitude.
Predictive processing
The fourth property of XR that may impede the co-construction of common reality draws on recent neuroscientific theory. The predictive processing approach to perception, as presented by Rao and Ballard (1999), has served as the foundation for more than two decades of theoretical development by neuroscientists and philosophers (Clark, 2013; Seth, 2021). In this framework, the brain constantly measures sensory inputs against predictions based on previously perceived reality and eventually comes up with a ‘best guess’, which is then what a person experiences as consciousness and reality perception. As an example, the brain cannot process all the visual information the eyes might capture when a person is a passenger in a car driving quickly through a long city street with storefronts, commercial signs and billboards, houses, traffic signals, and signs, etc. Instead, what is perceived as reality is what the brain constructs based on qualified guesswork. 3 Seth (2021) compares this to hallucinating parts of your perceived reality in what he refers to as ‘controlled hallucinations.’ Seth shares an intersubjectivist view of ‘reality’ with some phenomenologists, writing that ‘when we agree about our hallucinations, that’s what we call reality.’ (2021: 122). Given that these predictive ‘hallucinations’ are based on previous experiences, that is, memories, it is not only our recollection of past events or perceptions of the present that might be altered by XR devices but also how we predict and construct the reality that appears to our consciousness. While this remains to be demonstrated empirically, it appears likely that any false memories, either altered post hoc or created from an altered reality experience, would linger, such that the brain’s predictive construction of reality happens on the basis of false information. The crucial point here is that this means that an individual may continue to experience reality based on XR-induced false memories even when that person is not using any XR technology at all. The predictive-constructive process is continuous, and if platforms have the capability to make a person experience false memories through XR devices, they could theoretically also influence how the person experiences reality overall. But again, this is theoretical and remains to be documented empirically. It is clear, however, that any such alteration of reality perception would be an impediment to the co-construction of common reality.
Conclusion
In July 2023, the European Commission presented its official strategy towards the metaverse and virtual worlds (European Commission, 2023c). The strategy is, in part, informed by a citizen panel and a comprehensive report written by 15 academic scholars and industry experts (Hupont Torres et al., 2023). In their considerations of the challenges and potential harms of XR and the metaverse, none of these strategy statements and reports identify the main problem discussed here, i.e., XR-enabled disruption of deliberations between people due to the breakdown of a common reality. The expert report does consider centralization brought on by platform power concentration but focuses on how such centralization may impede interconnectedness and interoperability between platforms. The experts acknowledge that ‘Firms will still leverage data-driven network effects to lock-in or capture users’ (Hupont Torres et al., 2023: 64), but the report does not consider how individualization through micro-segmentation may provide the locked-in or captured user with XR experiences that are singular to that particular user.
Furthermore, neither the EU strategy nor the reports that inform it engage with the psychological issue of indistinguishability between AR content and reality outside the AR device. Concerns about misinformation voiced in the strategy indicate that the policymakers and researchers seem to believe that misinformation largely appears in XR as it does on social media. Adding digital objects to physical reality or altering the appearance of the world to a user with AR is generally not considered misinformation in the classic sense and is thus woefully understudied by scholars. But if factual truth is contingent on a co-constructed common reality per Arendt, then such directed misperception is also a form of deliberate misinformation, that is, disinformation. As I demonstrated through the analyses of the four XR properties above, and as shown by the empirical studies referenced, this disinformation is likely to have a stronger effect than, for example, social media misinformation because of the experiential-perceptual nature of the media involved.
This cannot reasonably be separated from the fact that the ‘gatekeepers’, who already facilitate most of the mediated communication in Western democracies and control the infrastructure enabling it, are pushing to dominate the XR market. If the multiple ‘gatekeeper’ executives referenced above are correct that AR glasses will eventually replace the smartphone as people’s main information technology device, then surely the ‘gatekeepers’ are likely to adopt the same revenue generation strategy as with smartphones: Incentivizing the individual to use their device as frequently as possible through ‘lock-in and capture,’ thereby becoming the main platform for information-seeking. The ‘gatekeepers’ and their VLOPs have pursued a strategy of individualization through micro-segmentation, both because it ensures a higher degree of ‘lock-in’ and because it increases potential advertising revenue. Why would their strategy be any different in XR? Above, I argue that this poses a significant risk of increased individualization in XR experiences, which, as empirical studies have shown, can impact reality outside XR. Arendt’s theory tells us that such mass individualization of reality perceptions is antithetical to democracy. Arendt also warns that when entities possessing massive social and economic power (like the ‘gatekeepers’) have an incentive to push a different reality ‘image’ or narrative than what people would otherwise experience (such as the economic incentive for the ‘gatekeepers), society has started to move toward totalitarianism.
The lack of attention to these issues among law- and policymakers (as demonstrated by the European Commission strategy) shows that the contribution made by this article is a significant one. Any regulator who is concerned about the democratic threat of mis-/disinformation must recognize the challenge of individualized reality misperceptions such as those made possible by AR glasses. To ensure that the issue is considered in future policy discussions, it is incumbent upon XR scholars to explore the issue further by, for example, expanding empirical studies beyond those referenced above. Furthermore, this article takes a high abstraction-level approach, and it is crucial that future studies consider how race, gender, sexual orientation, and ability interact with XR individualization effects and Arendt’s common reality concept overall. As such, the article is merely intended to provide a theoretical foundation upon which such future studies may build.
Footnotes
Declaration of conflicting interests
The author(s) declared no potential conflicts of interest with respect to the research, authorship, and/or publication of this article.
Funding
The author(s) received no financial support for the research, authorship, and/or publication of this article.
