Skip to main content

Gabriel Jung - Prompt 2

Commercializing Reality - An Oculus into VR’s Incorporation

When was the last time you felt the overwhelming urge to escape reality? Whether it was by playing games, watching movies, or reading books, human beings have always invented new ways to escape reality and construct new ones. This leads to the overwhelming popularity of media like The Matrix where our world is just a front, hiding the true, more exciting, and adventurous “real world.” However, the physical manifestation of this has been in the works and developed for over a decade now: Virtual Reality. From the garage of a sixteen-year-old tech developer to now one of the leading industries in the world, Oculus poses as a perfect example of Adorno & Horkheimer’s notion of incorporation; the mainstream corporate industry commercializing a niche object that just became too popular.

The origins of Oculus, now better known as Meta, extend far past its first prototype. Years before its conception, VR had already been tried and tested. However, from the Sword of Damocles first introducing head-mounted augmented reality in 1968 to the infamous and catastrophic failure of the Nintendo Virtual Boy Console, the negative stigma against virtual reality became apparent as an ‘impossible sci-fi imagination.’ Then enter Palmer Luckey, a sixteen-year-old tech aspirant who just got his hands on a failed Virtual Boy console. After three years of tinkering and after-school dumpster diving, he had made the first prototype of his very own virtual reality headset. To separate his aspiring company from the heavily stigmatized image of Virtual Reality at the time, Luckey named his prototype, and eventually his entire brand, the Oculus.

Oculus was never initially intended for public consumption. Luckey’s first readily available headset was dubbed the Development Kit #1 as it was specifically intended for the niche group of tech and game developers that would use this headset to further progress their own projects and create prototypes in 3D space. However, sooner or later Luckey would need financial means to support Development Kit #1 that did not come out of his own pocket. So, in 2012 Luckey turned to Kickstarter, a global public crowdfunding platform. The Kickstarter campaign for Oculus’s Development Kit #1 aimed for a $250,000 goal but instead received a whopping $2.4 million in contributions. Oculus’s rise to fame did not end here though, it also went on to be featured at the CES awards show where it received multiple awards and commendations.

However, as Adorno & Horkheimer state, “Once his particular brand of deviation from the norm has been noted by the industry, he belongs to it” (Adorno & Horkheimer, 1944, p. 5). Oculus was noticed by not only one industry, but by the whole batch. Valve, Sony, Samsung, and countless other leading tech and gaming industries came to Luckey with offers of partnership and integration. Yet, what finally took Oculus home with them was none other than Mark Zuckerberg and Facebook. However, this deal was no partnership, Facebook had offered Luckey $2.3 billion for the complete acquisition of Oculus (Barnard, 2022). With such an offer he could apparently not refuse, Facebook successfully incorporated Oculus into the mass media conglomerate of Facebook.

Only after Facebook had acquired Oculus did consumer-oriented products begin to be developed. Hence, the Oculus Rift was released to the mass consumer market in 2016. This release was also primarily intended to combat the contesting, new, and emerging VR consumer products created by Valve, Sony, and HTC. As VR was introduced to the consumer market, it introduced a system of standardization in the VR industry where supposedly different products are introduced yet remain fundamentally the same creating an impression of consumer differentiation (Adorno & Horkheimer, pp.2-6). Additionally, as stated by John Fiske, a select few dominant groups benefited from these explorations of VR (Fiske, 2010, p.18).

This commercialization of virtual reality extended further when Oculus’s business strategy shifted from providing high-end advancements in VR to providing affordable VR headsets. Prior to this, the world of VR still remained relatively exclusive despite becoming commercialized and open to consumers. Headsets would range from $500 to $1000+, causing them to be unaffordable to a majority of leisure consumers. Yet, Oculus made the decision to scale down processing power and decrease graphical clarity to provide an affordable, standalone headset at a lower price of $300 called the Oculus Quest. This posed a shift of direction for Oculus from creating new innovations in VR to commercializing and making VR largely available.

To further cement the incorporation of Oculus, Palmer Luckey, the original founder and creator of Oculus, was fired in March 2017. No explanation was provided by either Facebook or Luckey except for a brief statement indicating it was a “specific personnel matter” (Robertson, 2018). With Luckey no longer being a contributing partner of Facebook, Oculus was completely shifted into the control of Mark Zuckerberg. To maintain its dominance over the VR industry and Oculus itself, Facebook put the final nail in the coffin by combining with Oculus and rebranding itself as Meta in 2021. This indicated the supposed end of Oculus with its complete and final incorporation into Meta.

The origin, rise, appropriation, and eventual dissipation of Oculus serve as a textbook embodiment of Adorno, Horkheimer, and Fiske’s conceptions of incorporation. What originated as a tool for a marginal, niche group of tech creatives was eventually consumed and commercialized by a hegemonic, dominant industry, Facebook, that introduced virtual reality to effects of the culture industry such as standardization and consumer differentiation. In order to then maintain the systems that advantaged them, Facebook cemented the incorporation of Oculus by not only disposing of the original founder but then further appropriating it into their primary brand and liquifying its original name and vision. With yet another niche and marginal element of pop culture now belonging to the industry, Adorno, Horkheimer, and Fiske seem to be somewhat spot on when it comes to the processes of incorporation by hegemonic groups.


Works Cited

Adorno, T., & Horkheimer, M. (2020). The culture industry: Enlightenment as mass deception. Dialectic of Enlightenment, 94–136. https://doi.org/10.1515/9780804788090-007

Fiske, J. (2010). Understanding popular culture. https://doi.org/10.4324/9780203837177

Robertson, A. (2018, April 10). Mark Zuckerberg says he didn't fire Palmer Luckey out of anti-conservative bias. The Verge. Retrieved December 4, 2022, from https://www.theverge.com/2018/4/10/17221042/mark-zuckerberg-palmer-luckey-ted-cruz-senate-hearing-political-bias-firing

Dingman, H. (2021, March 29). Five years of VR: An oral history from Oculus rift to quest 2. Tech at Meta. Retrieved December 4, 2022, from https://tech.fb.com/ar-vr/2021/03/five-years-of-vr-an-oral-history-from-oculus-rift-to-quest-2/

Barnard, D. (2022, October 6). History of VR - timeline of events and Tech Development. VirtualSpeech. Retrieved December 4, 2022, from https://virtualspeech.com/blog/history-of-vr

Big 3 Media. (2021, November 22). A Brief History of Meta and The Evolution of Facebook. Retrieved December 4, 2022, from https://www.big3.sg/blog/a-brief-history-of-meta-and-the-evolution-of-facebook


Comments

Popular posts from this blog

Olufikemi Ogunyankin Prompt #5

Kendrick Lamar’s Camp Eye for the ‘Other’ Kendrick Lamar is an award winning African-American rapper and songwriter, who distinguishes himself from his peers by transforming his raw life experiences into pieces of art. His music videos for Alright and ELEMENT. convey the patterns of Afro-surrealism, transformation of trauma and Black perservance. Coined by Amiri Baraka, Afro-surrealism is the “skill at creating an entirely different world organically connected to this one ... the Black aesthetic in its actual contemporary and lived life” (p.p. 164-165). It is how Black creatives present the larger-than-life experience of racism in a way that is shocking and doesn’t seem real. This concept, integrally shared by the two videos, will be discussed in the context of the ideas of Stuart Hall and Susan Sontag. In chapter 4 of Representation: Cultural representations and signifying practices, Hall discusses “regime[s] of representation,” which are the “visual effects through which ‘difference’...

Tamara Wurman Prompt #1

What the Fork?: The Good Place as a Hybrid of High and Low Culture Eleanor Shelstrop lived a terrible life and behaved, by most standards, immorally. When she dies, she finds herself mistakenly in “The Good Place” (think: heaven) as a result of a clerical error. In an attempt to avoid being sent to her actual afterlife destination, the aptly named “Bad Place”, Eleanor asks one of her friends to teach her how to be a good person. So the show thus follows Eleanor as she tries to learn moral philosophy posthumously so she can fit in in the good place without being discovered as someone who doesn’t belong. While I could go on about the entertaining plot twists of Michael Schur’s NBC sitcom, The Good Place , and the hilarious, nail-biting inter-character dynamics, the philosophical undertones of the show also mark a fascinating intersection between “high” and “low” culture. Particularly in the scenes where the characters directly engage with well-renowned philosophi...

Srinidhi Ramakrishna Prompt #2

Srinidhi Ramakrishna Professor Lingel COMM 123 9 October 2019 Drag Ball Slang in the Mainstream             The revitalization of underground drag ball culture in the 1970s and 1980s provided queer communities of color a space to safely play with norms of gender and sexuality without fear. In an era when the AIDS crisis was ravaging LGBT populations and discrimination against the queer and mainly young Black and Latinx ball participants was embedded into US society, the ball scene was – and continues to be – rooted in resistance. The highly ritualized subculture has its own intricate structure. Grinnell College’s “Underground Ball Culture” (n.d.) describes how in balls, competitors ‘walk’ against one another in categories to win prizes, doing things like dancing, strutting, or spoken word. Categories often play with exaggeration and reality. From a common category, “Realness” (how well can competitors b...