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Pakko De La Torre // Creative Director

Virtual reality needs aftercare protocols - The Verge

Virtual reality needs aftercare protocols – The Verge

I had spent just an hour in the metaverse dressing my avatar, making faces in the virtual mirror, and learning to raise my virtual wristwatch to adjust system settings. Now, I couldn’t open my eyes without seeing the virtual grid echoed in the tile floor, demarcating the boundary where I had crossed into unsafe territory.

I hadn’t even entered Horizon Worlds when the nausea hit. I was mapping the territory of my tiny Manhattan bedroom office. Meta’s Guardian boundary system is designed to prevent you from gouging your shin on the coffee table while shuffling around in the equivalent of a clunky plastic blindfold. As I reached to pick up the handset controllers I had set down on the bed to adjust my headset, the Guardian was triggered. 

Warnings blasted red, the Tron-like grid became porous, and I was shown the Quest Pro’s grainy passthrough view of my bedroom. Though I knew I wasn’t in any real danger reaching into the space of my bed, the warning was jarring. My avatar arms intersected with the feed view of my real hands, confounding my expectations of where my limbs ought to be. My proprioception had been disrupted, and my interoception system — the mind-gut connection — signaled that things were not alright by flooding my nervous system with nausea.

Fight or flight kicked in. I ripped the headset off and lay prone on my bed. I alternated between closing my eyes to calm down and opening them to reorient myself in the familiar room. I may have even said out loud to myself, “I am in my bedroom, and I am safe.” But the nausea did not dissipate. I ran to the bathroom, fearful of emptying my dinner onto my Berber rug. 

My partner found me lying on the bathmat. Wondering how best to triage, he googled “VR nausea” and found plenty of evidence that the awful VR side effects were common, did not require immediate medical attention, and would eventually pass. He patiently sat with me and helped me reorient.

I had no script for how to pull myself out of the bad trip. I had tried VR before some years ago — at a conference in 2014, I sat suspended in a hammock chair as the simulation parachuted me down to the ground. Ironically, I had managed not to get sick while floating through virtual air. But this time, I hadn’t made it past setup.  

The visceral effects of VR are real. This is by design — engineers are focused on making the VR experience as immersive as possible to achieve a sense of what Mark Zuckerberg calls “presence.” And immersive VR experiences designed to create a sense of presence will inevitably have an impact on our sensory systems, including those that regulate our sense of safety and orientation in the world. 

On top of that, some of the most compelling use cases for VR involve similar levels of intensity and risk. Stanford VR researcher Jeremy Bailenson has proposed a useful framework for deciding whether a scenario is worth exploring in VR as meeting the DICE criteria: Dangerous, Impossible, Counterproductive, or Expensive and rare.

Big Tech is betting that extended reality — virtual reality, augmented reality, and the rest — will usher in the next generation of hardware computing interfaces, leading us into an era of spatial and embodied computing. Responsible innovation principles need to extend beyond privacy and data stewardship to consider the duty of care for users in emerging immersive, embodied computing interfaces. Technologists will need to have a duty of care to users for the impacts of the interfaces so intimately entangled with our sense of our bodies and reality itself. 

Those applications follow strict protocols and are managed closely by clinicians or disaster response professionals. Unlike recreational VR, people are paying close attention to how users are transitioning in and out of these intense therapeutic or educational environments. Coming out of VR is not just a matter of taking off a headset when trauma is involved. 

Micaela Mantegna, a legal scholar who specializes in video game policy and extended reality, has a particularly apt metaphor here. She argues that we need the equivalent of a deep sea diver’s decompression table to emerge safely from immersive technologies. Divers stop at designated depths to release excess nitrogen that builds up in their system. That excess nitrogen would otherwise cause the bends — with divers doubling over in pain due to joint pain, numbness, paralysis, and impaired coordination. Mantegna, who has also suffered from motion sickness and nausea from VR, argues that as much attention is paid to immersing ourselves in VR experiences should be paid to emerging, or offboarding processes that allow us to “re-enter our physical body and space after experiencing virtual embodiment.” 

Deep sea diving isn’t the only extreme sport to offer an apt metaphor for care. Mountain climbers have protocols for mitigating altitude sickness on ascent, stopping at base camps along the way. Astronauts undergo rigorous training to deal with shocks to the system under extreme shifts in gravitational force and the mental and emotional tolls of isolation in space.

These extreme immersive environments put intense stress on the mind, body, and emotional state of the adventurer. Forms of aftercare are baked in for good reason. But when it comes to virtual reality, the user is left to fend for themselves without even a list of best practices, let alone assistance.  

What would VR decompression look like to ease our mind-body connection as we transition from virtual spaces? What resources for grounding, reorienting, and re-realization do we need as we transition between alternative reality interfaces? 

If cyberspace is a “mass consensual hallucination,” as William Gibson described it, we might also borrow from psychedelic harm reduction tactics for handling a bad VR trip. From distortions, paranoia, and hallucinations to dissociation and derealization — all of these states can manifest as side effects of psychedelics and VR alike. 

VR aftercare could borrow from the consent-based sex communication and kink communities. BDSM practices model express negotiations of boundaries and clear communication for intense intimate experiences. Doms and subs check in throughout a scene. BDSM aftercare accounts for the intensity of the experience and serves as a transition from a heightened emotional and physical state and mitigates dysphoria. 

Consent-oriented communication around intimacy has made aftercare a modern element of even vanilla sex. Imagine the VR version of a safeword that allows users to pause the experience without having to fumble with buried settings or resort to ripping off the headset entirely in a heightened state of dysregulation. Interface design could initiate a safety script to allow for a smooth transition when a limit is reached or even when the headset battery is about to run out.

Even repatriation offers a productive metaphor for thinking through reverse culture shock in transitioning from an immersive experience. The United States I returned to in 2020 was dramatically different from the one I left in 2015. After five years in Singapore, I had changed, too. Leaving in the height of pandemic lockdown was the expat equivalent of ripping off the VR headset — no ceremonial visits to favorite restaurants or social gatherings to say goodbye and mark the transition. What is virtual reality if not a foreign digital land? Returning to the realities of home requires a mindful transition.

The cold of the enamel bathtub against my back felt good. I took off my socks to better connect my feet to the ground. My dog came and licked my toes and reminded me I was safe with my pack. After I started to regain my bearings, my partner guided me to the bed and tucked me in with my grandmother’s weighty afghan. 

This content was originally published here.