Group reflection session 3

Session 3, second supervised session 29/01/19

Last Tuesday, we met with George for a second supervised reflective session. We shared our project to do a research about Virtual Reality and conflict. As our theme was quite large, George encouraged us to specify our research and to find some specific aspects of VR to analyze.

He asked us to define what was the Virtual Reality. Can it include computer screens and social medias as well?  We decided to exclude social medias and normal computers from the study to focus on the VR that has a large degree immersion.

We then thought about several problematics:

  • The potential representation issues in VR: how are people represented? Is every group/minority represented?
  • Can it be an educative tool? To what extent can VR be conditioning how we understand the real world?
  • Can VR lead to a digitalization of labor, and does it clash with the traditional employment?
  • Can it challenge the morality of our society by making violence and/or pornography more accessible?
  • Is VR incompatible with our mental health?

We then debated on our research methods. We agreed on using surveys and interviews to gather data. George provided us some departments at KCL to explore to find relevant specialists to talk to. He mentioned the Digital Studies, the War Studies and the Medical departments.

It allowed us to draw a strategy for the next session:

  • Finding the relevant people to interview in each departement
  • Going to the photographer gallery at Oxford Street  “All I know is what’s on the Internet”
  • Working on the ethic form for interviews
  • Thinking more in depth about how our discipline interconnect with VR and conflict.





One thought on “Group reflection session 3

  1. “Is VR incompatible with our mental health?”
    This seems like a very interesting question ! I think you can find a lot of contemporary research on this.
    One interesting fact I’d like to share: ISIS used video games and VR to recruit new members, which usually meant that a lot of teenagers were influenced easily. They could manipulate teenagers because parents usually do not monitor their children’s games. In this example, it does promote violence.

    I hope this helps you guys!

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