The importance of Virtual Reality in "Ready Player One" by Ernest Cline and its Movie Adaptation


Term Paper, 2021

21 Pages, Grade: 1,7


Excerpt


Table of Contents

1. Introduction

2. Exploration of Virtual Reality

3. Virtual Reality in Ready Player One
3.1. The OASIS
3.2. Work and Education
3.3. Friends and Family
3.4. Video Games
3.5. Escapism

4. Conclusion

Bibliography

1. Introduction

This paper aims at pointing out the difference of the importance of the OASIS in Ernest Cline’s Ready Player One and its movie adaptation. In both versions of the story the OASIS plays a prominent role. Nevertheless, the novel offers a more profound representation of the virtual world which results in a different portrayal of the novel’s characters and their relationship with others and the world as a whole. In how far does the representation of the virtual world and its technological attributes differ? Where does the movie make cuts and what focus does each version choose?

Firstly, a theoretical approach on Virtual Reality will offer a better understanding of the background technology in Ready Player One. Furthermore, it enables a comparison to our present reality. What is actually possible in our world? Are the technological portrayals in the novel and the movie realistic from our point of view, or is it purely hypothetical? Are there aspects our society could even learn from?

In the main part of this paper, I will investigate different aspects of the OASIS. The first chapter is going to describe how the OASIS works in both versions and how it is used by the people.

Afterwards, this paper will focus on social aspects. For this, the second chapter explores the representation of working possibilities as well as educational possibilities in and around the OASIS. Especially when it comes to the school system the novel offers a very detailed description, whereas the movie seems to lack this notion. In how far can the movie compensate this, and what effects does it have on the novel? The next chapter focuses on the meaning of friends and family within the virtual reality. The protagonist of the story interacts mainly with two other characters which he both got to know in the OASIS. Thus, the OASIS must establish a platform and the technological possibilities to create such a deep friendship. What is it exactly that makes communication and interaction possible in the OASIS? Furthermore, the chapter will analyse how both versions portrayed the first meeting in the real world. There ought to be differences in the effect of the meeting, as the characters meet earlier in movie than in the novel.

There are two more interesting themes in Ready Player One. One is undoubtedly video games. The whole story is based upon this notion and the idea reappears on almost every page. How do video games coexist and correlate with the virtual reality? Do they only influence the hunt or the character’s relationships as well? The second theme is the motif of Escapism. In the novel Wade repeatedly mentions how he wants to run away from earth and live entirely in the OASIS. In addition, reality is described being in catastrophic shape. Around such a scenario the OASIS seems like a safe haven.

2. Exploration of Virtual Reality

Virtual Reality is a complex technological topic. The basic ideas and concepts of it are demonstrated in the following chapter. In broader context virtual reality is a simulation of reality that is computer generated (cf. Langer 20). An important factor of VR is immersion. Users are set into a media environment both psychological and physical (cf. ibid. 21). Moreover, users are fully inside this new reality that all their awareness is concentrated inside the virtual reality (cf. ibid. 23). Furthermore, VR is also seen as a field that expands “human experience beyond the limits that physical matter imposes on human nature.” (Crawford 29) Thus, virtual reality can mirror or enhance our reality. Subsequently, Dörner defines the technology as follows: “Virtual Reality refers to immersive, interactive, multi-sensory, viewer-centered, three-dimensional computer generated environments and the combination of technologies required to build these environments.” (Dörner 13) Hence, to use virtual reality one needs high technology.

Broken down into general equipment, without going into specific technical details, one needs computer hardware and software, sensors and displays for the usage of virtual reality (cf. Langer 21). To put it even simpler: “Virtual reality is the ‘goggle and gloves’ technology that attempts to capture every sensation possible.” (Fairfield 69). The technology is being developed since the 1990s and especially in this century innovations are coming on a yearly basis. Still, Fairfield argues that the development of VR is only slowly progressing because “the current digital revolution is social, not technological.” (ibid. 69f.) According to him, the most important aspect of an VR experience is that it is shared: “Shared experiences, not completely immersive experiences, are driving the current push into the most successful mobile apps.” (ibid. 70) Therefore, Fairfield appeals to put the focus in research on the development of such shared experiences. In an earlier essay when VR was not yet accessible for most of the people Stevens writes:

Then groups of people could together explore the wonders of a cell, the inside of volcanoes, and the depths of the ocean with virtual reality. Such a group activity would provide the extra stimulation of experiencing a place with others-more like going on a vacation or a field trip than using a computer. (Stevens 439)

Here, one can see that the wish for shared virtual experiences existed already in the beginning of the development. While talking about VR and society, the term virtual world is often used as another expression for virtual reality.

A virtual world is similar to a virtual reality, but its focus lies in social environments. It is generally regarded as an alternative to reality (cf. Chaturvedi 673). Chaturvedi defines this alternative as follows: “[…] their ability to offer an alternative means to communicate, collaborate, and even to organize economic activity.” (ibid. 673f.). Thus, virtual worlds offer a place “[…] in which individuals, groups, and even organizations interact in virtual nonphysical spaces.” (Saunders 1079) Summing up, the main difference of virtual reality and virtual worlds is that virtual worlds have “more social and fewer immersive features than pure virtual reality.” (Fairfield 71) This kind of virtual environments focus on social interaction and shared experiences. Moreover, according to Downey we are now in the third-generation virtual worlds (cf. Downey 59), which means that it became mainstream, and the technology experiences an “explosion of user growth” (ibid.). Alongside more investments are coming and more money can be used for its development. At present, virtual worlds are used for gaming, education and society matters (cf. ibid. 61). However, virtual reality is used in various areas as well.

Today, virtual reality can be found in different fields. I.e., the technology is used to “allow people working in safety-critical industries” (Nasyrov 353), in the sense that they can train virtually in these dangerous environments before facing the difficult circumstances in reality. VR also comes along with new possibilities and chances “for human creativity and global social interaction in science, business, and government.” (Saunders 69) Although the technology has this great set of options, it is mostly used for entertainment and tends to neglect its possibilities (cf. Nasyrov 353). For instance, Saunders sees great possibilities for the usage of VR in schools and education in general. He appeals to political forces to strengthen research and development in this area (cf. Saunders 69). He also states that to successfully instate VR in education there is also the need of changing the overall curriculum (cf. ibid. 71). Thus, the technology itself cannot change a society on its own no matter how far advanced it may be. It needs the adaptation of society as well. However, virtual reality is not the only growing technology which correlates with our reality.

There are more versions that describe the connection of reality and technical innovations, such as Mixed Reality, Augmented Reality and Extended Reality. Fairfield sums theses up with the term “Reality+” (Fairfield 74). According to him our reality has always been influenced by other people, tools, or technical devices. Technology is constantly in further development and our reality is constantly changing and expanding (cf. ibid.).

3. Virtual Reality in Ready Player One

3.1. The OASIS

A large part of the story of Ready Player One takes place in virtual reality. This chapter defines this virtual world and points out its concepts. The OASIS, or “The Ontologically Anthropocentric Sensory Immersive Simulation” (Cline 48), is the virtual reality in and around which the story of Ready Player One takes place. In both the novel and the movie, the OASIS contains countless different planets and is described thoroughly. In the novel these planets are either generated by the creators of the simulation or ported to the OASIS from already existing sources like World of Warcraft and Everquest (cf. ibid. 49). Furthermore, the author describes the structure of the OASIS repeatedly on different occasions very detailed (i.e., ibid. 49 and 57). The movie introduces the virtual reality as follows: “It’s a place where the limits of reality are your own imagination.” (Spielberg 00:03:42). Overall, size, and technical possibilities are similarly described, and the broad and general technical devices and possibilities are existing in our present reality as well, although not as advanced as described here (cf. Fink). The movie furthermore visualizes the OASIS with bright colours which create a magical atmosphere. This atmosphere is even more strengthened by heroic music (cf. Spielberg 00:03:42). Thus, the OASIS is considered a wonderful place with limitless possibilities in both the novel and the movie. However, the technology was originally intended to serve another function.

The storytelling stresses the notion of the OASIS being originally an online game, or to be more precise a MMORPG (Massively Multiplayer Online Role-Playing Game), which evolved into a second reality (cf. Cline 1) where people do almost everything “except for eating, sleeping, and bathroom breaks” (Spielberg 00:04:56). Thus, further development of the OASIS led to a device for social interaction rather than an online game. This mirrors Fairfield’s argument that society is leading the technology to a direction of social aspects: “Consumers have clearly indicated that they seek socially rich experiences.” (Fairfield 70) Moreover, the novel mentions the OASIS alongside human’s basic needs: “work, food, electricity, and reliable OASIS access” (Cline 21) and states that the younger generations do not even know a life without the virtual reality (cf. ibid. 34). But not only do young people use the technology. All generations spend a lot of their time in virtual reality. For instance, Mrs. Gilmore, Wade’s elderly neighbour, is spending her time in virtual churches (cf. ibid. 23). In addition, the movie portrays people of different age and social background using the OASIS (cf. Spielberg 00:06:26 f.). Therefore, the importance of virtual reality for this society is highlighted from beginning on.

[...]

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Details

Title
The importance of Virtual Reality in "Ready Player One" by Ernest Cline and its Movie Adaptation
College
University of Bonn  (Institut für Anglistik, Amerikanistik und Keltologie)
Course
Anglophone Media and Popular Cultures
Grade
1,7
Author
Year
2021
Pages
21
Catalog Number
V1168353
ISBN (eBook)
9783346578426
ISBN (Book)
9783346578433
Language
English
Keywords
Ernest Cline, virtual reality
Quote paper
Nicole Piontek (Author), 2021, The importance of Virtual Reality in "Ready Player One" by Ernest Cline and its Movie Adaptation, Munich, GRIN Verlag, https://www.grin.com/document/1168353

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