The Facebookening of Oculus: Taking a Look at the Frequently-Asked Questions Section to Understand What’s Going On (Part 1 of 3)

Housekeeping Note: Originally, I was going to talk about all three of:

  1. the updated Oculus Terms of Service;
  2. the updated Oculus Privacy Policy; and
  3. the frequently-asked questions under “Learn More” (see image below);

all in one blogpost. However, that approach meant that the blogpost would be extremely long (even for me!), so instead, I am breaking it into three more manageable parts. Therefore, this will be part one of three-part series, which looks at that FAQ (item 3) in some detail.

Later on, in parts two and three, I will be taking a look at the updated Terms of Service and Privacy Policy which Oculus users have to agree to in order to continue using their Oculus ID with their Oculus devices (a userid which is currently separate from their Facebook account, if they have one).

UPDATE Oct. 14th, 2020: Part 2 and part 3 have now been posted.


As luck would have it, after I had put the finishing touches on yesterday evening’s editorial on the Facebookening of Oculus and went to bed, waiting for me on my computer’s display the next morning was the following pop-up message from Oculus.

(Some Background: This is the high-end desktop gaming PC which I bought and set up specifically to use with my Oculus Rift headset and access the then-closed Sansar alpha/beta in January 2017, which of course was the whole reason I started this blog in the first place.)

I AM NOT A LAWYER, AND YOU SHOULD CONSULT A REAL LAWYER IF YOU HAVE ANY QUESTIONS ABOUT THIS. In fact, I would welcome comments from actual lawyers who deal with this sort of corporate legalese every day, and can explain it far better than I ever could to your average consumer. Most end-users simply scroll through such documents and sign off on them without reading them thoroughly (and Facebook is not alone among large companies that count on that).

The text of the Oculus message above reads as follows (for those of you who can’t read the smaller font of the announcement in this image, or if you are visually impaired and use a screen reader):

On October 11th, 2020, we are updating the Oculus Terms of Service and Privacy Policy to reflect that Facebook will become responsible for the Oculus platform and your Oculus information, and to provide more detail about how your information is collected, used, and shared. One that date, you will have the choice to continue using your existing Oculus account and remain under the updated Oculus Terms of Service and Privacy Policy, or use a Facebook account on the platform and agree to new terms. Learn more.

We recommend that you review the updated Oculus Terms of Service and Oculus Privacy Policy.

If you click on the “Learn more” link in the announcement, you are taken to a Frequently-Asked Question (FAQ) page broken down into four sections (it would appear from the construction of the URL for this webpage that they have different versions of this page in different languages, which makes perfect sense):

  • Updates to Facebook Accounts on Oculus
  • Logging into Oculus with a Facebook account
  • Controlling your experience
  • How your data is used

Now, I am not going to look at every single question (mainly because that would make this blogpost as long as War and Peace!), but I am going to touch on several questions and answers in detail.

Question: What changes are coming to accounts on Oculus?

Starting in October 2020:

Everyone using an Oculus device for the first time will need to log in with a Facebook account.

If you are an existing user and already have an Oculus account, you will have the option to log in with Facebook and merge your Oculus and Facebook accounts.

If you are an existing user and choose not to merge your accounts, you can continue using your Oculus account for two years.

Starting In January 2023:

We will end support for Oculus accounts.

If you choose not to merge your accounts at that time, you can continue using your device, but full functionality will require a Facebook account.

We will take steps to allow you to keep using content you have purchased, though some games and apps may no longer work. This could be because they require a Facebook account or because a developer has chosen to no longer support the app or game you purchased.

All future unreleased Oculus devices will require a Facebook account, even if you already have an Oculus account.

Notice this last point in particular. What this likely means, as already pointed out by Sam Machkovech in an August 20th, 2020 Ars Technica editorial titled Why the Facebookening of Oculus VR is bad for users, devs, competition, is:

All of the above commentary has existing headset owners in mind. There’s also the fact that anyone looking into Oculus’ future devices—including current Oculus product owners, who may be keen on transferring their Oculus software licenses to a future VR headset—don’t get 27 months to make up their minds. All unannounced Oculus hardware products going forward will require a Facebook login.

…

That gives Facebook and Oculus a great opportunity to announce in the very near future that—oops, whaddaya know—they’ve stopped producing all existing hardware. Leaked images of an updated Oculus Quest look shockingly identical to the 2019 version, so it wouldn’t be surprising to see a mild model refresh as a way to force this Facebook-account changeover much sooner. (Otherwise, we might’ve seen the older Quest continue to exist alongside a pricier, fancier “Quest S.” Now, that seems highly unlikely.)

I agree with that Sam says here: it is extremely unlikely that the older Quest and the newer Quest 2 will exist side-by-side to give users an option. And Facebook has already announced that the Oculus Rift S will end sales sometime this spring:

Facebook-owned virtual reality company Oculus is ending sales of the Rift S headset next spring. It’s retiring the PC-based VR device to focus on the standalone Oculus Quest 2, which can also be tethered to a computer through Oculus’ Link feature.

Quest 2 product manager Prabhu Parthasarathy calls the Quest 2’s release “the right moment for us to move to a single headset.” Link, which uses a USB-C cable to support PC VR games on the Quest, was launched experimentally for the original Quest in 2019. The feature will emerge from beta later this year, officially making the $299 Quest 2 a dual-purpose headset.

It seems clear that Facebook wants to go all-in on a single, standalone headset: the Quest 2, a new device which will require you to set up a Facebook account to use. And, later on in the FAQ, it makes this fact crystal clear:

Will a Facebook account be required to use Quest 2 and future Oculus devices?

Yes. Oculus Quest 2 and all future Oculus devices will require a Facebook account.

Question: Why are you making these changes to accounts on Oculus?

Oculus is owned by Facebook and is one of Facebook’s apps and technologies. Using a Facebook account provides a single way to log into Oculus devices and makes it easier to find, connect and play with friends in VR. It also enables Facebook-powered social experiences, like live streaming gameplay to your Facebook timeline, making calls with parties, joining events, and exploring new experiences like Facebook Horizon. And as Facebook adds new privacy and safety tools, they can be added in VR too.

These touted benefits ignore the fact that dozens of existing metaverse platforms, apps, and games (such as Sansar, VRChat, AltspaceVR, NeosVR, and Rec Room, among countless others I have written about on this blog) already have had no problems in “finding, connecting, and playing with friends in VR”. Many metaverse citizens and content creators, and especially avid gamers, already have developed well-known personas across multiple platforms, under a username which they might have first set up over a decade ago in Second Life, for example, or in an even earlier game.

Streaming gameplay to your Facebook timeline or to Facebook groups is unlikely to appeal to those people who are already using Twitch and related services.

As for Facebook Horizon, well, it’s Facebook’s corporate decision that graft the Facebook social network (and all its associated data collection algorithms) onto the forthcoming new social VR platform. It’s not about the touted benefits; it’s about the data, which is how Facebook makes most of its billions of dollars in profit.

As Sam Machkovech notes:

…This transition to a Facebook account requirement is unprecedented in consumer electronics. On the gaming side, no console or connected gaming service has ever required its users’ social network (or even its wholly owned email products) to function. (That means you can use Xbox Live without one of Microsoft’s outlook.com addresses.) The exception is the Google Stadia gaming service, which requires a Google account (inherent in a Gmail address), though it launched with this as a requirement, as opposed to making it a requirement later in the product life cycle.

Also, a Google account is a vastly different beast than Facebook’s version…I can create big-googly-moogly-98761234 as a Google account, or just about any service out there, then attach whatever personally identifying information I want, like a credit card. From there, I can proceed accordingly in terms of saving credentials, racking up a purchase history, and acting responsibly with that account. Meaning: just because I made a wacky account name and bought stuff with it doesn’t mean I can’t be punted from its service for violating the Terms of Service (ToS).

This is how an Oculus ID works. Without spending a penny or confirming your real-life name, you can make a username, build a friends list, and acquire free-to-play software licenses. If you want to buy software or add-ons, you can either add a credit card or claim a prepaid voucher code. And if you violate any ToS, either within an official Oculus app or in a third-party ecosystem, punitive actions can be taken on both your username and your VR headset’s unique ID. They don’t need your name or life history to do that.

And it also leads to an interesting theoretical question: what if Facebook should decide that existing social VR platforms running on Oculus devices will, at some point in the future, have to replace their existing usernames and friendship systems with Facebook’s, as a requirement to staying in the Facebook/Oculus ecosystem?

There is absolutely nothing stopping Facebook from changing the rules of the game later on, in the exact same way that they are changing them now. Such a potential change would be wrenching to many, smaller companies who might feel that they have no choice but to capitulate against the Facebook juggernaut, or go out of business completely. Is this why Facebook warns you that “some games and apps may no longer work” in January 2023?

Yes, this is a theoretical, what-if question, but yet it’s not completely out of the bounds of possibility, is it? I mean, a year or two ago, even people such as Oculus founder Palmer Luckey said that Oculus users wouldn’t need Facebook accounts, right? If Facebook broke that promise, who’s to say they won’t break other assumptions about how existing social VR platforms are “supposed” to work?

Question: Can I still have a profile for VR experiences that is different from my Facebook profile?

Yes. If you already have a unique username from your Oculus account, you will be able to continue using that username in VR. For example: you might be Monique Smith on Facebook, but WarriorMama365 in VR. If you don’t have a VR username, you’ll be able to create one when you set up your profile for VR.

Well, this sounds reasonable. And so does the following:

Question: Will my VR activity be posted to Facebook without my permission?

No. If you log into your Oculus device with your Facebook account, you can choose what information about your VR activity you post to your Facebook profile or timeline, either by giving permission to post or by updating your settings. If you are an existing user and you choose not to merge your Oculus account and Facebook account, you will not have access to Facebook-powered social features and you will not be able to post your VR activity to your Facebook profile or timeline.

Most users have zero interest in posting their VR activity anywhere anyway (and if they do, there’s this wonderful invention called Twitch). These and other dubious “Facebook-powered social features” mean nothing to people who, for the most part, have already left the Facebook social network and have no plans to return.

Question: Do the account changes for Oculus coming this October apply to all countries?

Yes, the Oculus account changes are applicable to all countries where Oculus devices have been sold.

So you aren’t going to be able to get around the Facebook account requirement by buying it online from other country, In Germany, in response to concerns exressed by German regulators about this move, Facebook has suspended sales of all Oculus devices. Ars Technica reports:

Facebook subsidiary Oculus says it has “temporarily paused” sales of Oculus Quest headsets to customers in Germany. Reports suggest the move is in response to concerns from German regulators about the recently announced requirement that all Oculus users will need to use a Facebook account by 2023 to log in to the device…

Facebook declined an opportunity to provide additional comment to Ars Technica. But in a statement to German News site Heise Online (machine translation), the company said the move was due to “outstanding talks with German supervisory authorities… We were not obliged to take this measure, but proactively interrupted the sale.”…

“Regulators in Germany are right to question the legality of this move,” Ray Walsh, a digital privacy expert at ProPrivacy, said in a statement provided to Ars Technica. “Consumers should be allowed to own a device without linking it to Facebook. Forcing users to be part of a social ecosystem is not necessary for the purposes of playing the vast majority of games, and those who wish to play games without social networking should be free to do so.”

Walsh continued: “It seems clear that Facebook is using its market-leading position within the VR industry to bully users into providing data about themselves. Just how much data Facebook is harvesting from headsets is a grey area, but it is clear that the headsets, which have the ability to map people’s homes, have a vast potential for accumulating a wealth of data about users and their homes… The danger for users is that the small amount of data Facebook currently claims to collect from headsets will be widened in the future; with the emergence of social VR platforms such as Facebook Horizons. These will create the perfect ecosystem for gathering data about users in all sorts of problematic ways.”

Frankly, I am surprised that other countries (especially within the European Union) have not yet followed Germany’s lead here, but then again, governments around the world are grappling with a pandemic, so concerns over the data-mining of users would understandably take a back seat to more pressing priorities. But it raises the question: is Facebook bullying Germany by suspending sales, thus putting additional pressure on the government by angry citizens who cannot buy Oculus devices?

Question: What happens to my data when I log into an Oculus device with my Facebook account?

When you log into your Oculus device with your Facebook account or merge your Oculus and Facebook accounts, we’ll use information related to your use of Oculus and Facebook for purposes such as:

Providing and improving your experience across Facebook products.

Promoting safety and integrity on our services.

Showing you personalized content, including ads, across Facebook products. This could include recommendations for Oculus Events you might like, ads about Facebook apps and technologies, or ads from developers for their VR apps.

Examples of the information we use include:

The VR apps you use, so we can recommend new apps you haven’t tried yet.

Your Facebook friend list, to make it easier to find and interact with your Facebook friends who are also in VR.

Invites and acceptances for events you create.

Information like your name and messaging metadata for chats in VR, so that you have access to your chats across devices.

Your photos and related content like captions, likes and comments if you share photos from VR to Facebook.

Information about your VR activity, like which apps you use, to show you ads for other VR apps you may like.

Information about your activity on other Facebook products, such as Pages you like and groups you join, to recommend content and things to do in VR.

And here, Facebook states that they will use your personal Facebook profile for advertising purposes. I can still remember how annoying advertising was in the Facebook social network when I was a member, before I deleted my account. Can you imagine how annoying advertising is going to be in a social VR platform like Horizon?

And yes, what you do in your Oculus device will impact advertising you see in Facebook:

Question: If I log into Oculus with my Facebook account, will Facebook use my VR activity to inform advertising on Facebook?

Yes. Facebook will use information related to your use of VR and other Facebook products to show you personalized content, including ads, across Facebook products. This could include recommendations for Oculus Events you might like, ads about Facebook apps and technologies, or ads from developers for their VR apps. You can update your interests, choose what Facebook information we use to show you ads and adjust your general ad settings by going to your Ad Preferences page.

Remember, selling your personal data to advertisers is how Facebook still makes most if its money.

Question: Does this mean that ads will now appear in my Oculus devices?

We do not currently display ads in Oculus devices.

The key word in that non-promise is “currently”. No, we don’t currently display ads (but we reserve the right to do so in future if it makes us more money).

Question: Can I choose not to store information about my VR activity with other Facebook apps and technologies?

No. Even if you don’t log into your Oculus device using your Facebook account, we will use your VR information to create a consistent and safer experience across Facebook apps and technologies. For example, taking action on an Oculus account if it is flagged for spam or abuse.

Question: Are you updating the Terms of Service and Privacy Policy?

Yes. Today, the platform is managed by Oculus (also known as Facebook Technologies), which has been part of Facebook since 2014. We will update our Terms of Service and Privacy Policy on October 11th, to reflect that this responsibility will be transferred to Facebook, Inc. (or Facebook Ireland Ltd. for European Region users). In practice, this means Facebook will manage all decisions around use, processing, retention and sharing of your data. This change will apply to all users.

If you choose not to merge your Oculus and Facebook accounts:

We will update the existing Oculus Terms of Service and Privacy Policy, to reflect that Facebook will be responsible for the Oculus platform.

The policy will also provide further details on how your information is collected, used and shared.

We will provide a notice to existing users before the changes take effect.

If you log in to your device with a Facebook account:

We will introduce a Supplemental Oculus Terms of Service and a Supplemental Oculus Data Policy that, together with the Facebook Terms of Service and the Facebook Data Policy respectively, will apply to you.

You will be able to access the terms and policy before logging in with a Facebook account.

So, yes, one way or the other, you will have to sign off on these changes. Please note that Facebook makes it very clear: “Facebook will manage all decisions around use, processing, retention and sharing of your data“.

There is also a small note at the bottom of this FAQ page which states:

Please note, the articles on this page will take effect in October. For more on how logging in with Facebook works today, check out our Social features on Oculus page.

Whew! That was a lot to go through—and we still haven’t even gotten around to looking at the updated Oculus Terms of Service and Oculus Privacy Policy!

Does any of this make me feel that I am making a mistake by personally boycotting Facebook products and services from now on, and selling or giving away my current Oculus Rift and Oculus Quest by January 2023? ABSOLUTELY NOT. If anything, it just strengthens my resolve to steer well clear of anything Facebook from here on out.

Facebook Reality Labs’ new logo

UPDATED Editorial: Some Thoughts on the Facebookening of Oculus

PLEASE NOTE THAT AN EARLIER VERSION OF THIS BLOGPOST CONTAINED INCORRECT INFORMATION. Please see the paragraphs in red below, thank you. I would also like to apologise to Ben Egliston.

A lot has been written recently about what some are calling the “Facebookening” of Oculus (a term used by Ars Technica in its coverage here and here): renaming Oculus as Facebook Reality Labs, and replacing the annual Oculus Connect event with last week’s Facebook Connect (where, of course, you had to have a Facebook account in order to view this year’s presentations).

Yelena Ratichsky, executive producer of AR/VR media at what is now called Facebook Reality Labs, tweeted:

What are you most excited about for tomorrow’s Connect?

To which I rather boldly replied:

I’m sorry, but I’m not excited. In response to the requirement that I have to set up a Facebook account to use my Oculus devices, I will be selling or giving away my Rift and Quest within the two-year window, and personally boycotting Facebook products and services from now on.

As part of my personal boycott of Facebook products and services, I have been trying to give away my Oculus Quest wireless VR headset to someone else in my family. I asked five of my relatives—and nobody wants it. One of my adult nephews specifically cited not wanting to set up a Facebook account in order to use it. (It looks like it will be donated to my sister-in-law’s workplace; she works at a program for adults with developmental disabilities.)

I have found that so, so much has changed from a year ago, when the first Oculus Quest was released, a product I eagerly bought and reviewed on this blog. I even went so far as to purchase a cable to try out Oculus Link, a PCVR solution for the Quest which worked flawlessly with programs like Sansar that were too graphics-intensive for the standalone headset.

At the time I was so excited by the possibilities of this new technology, and happy that Facebook was working to bring virtual reality to the average consumer. A rising tide lifts all boats, as I like to say. I used to naively think that what benefitted Facebook would benefit us all.

Now, today, I feel zero sense of excitement. Instead I feel a sense of despair, even dread—a deep, foreboding feeling about the future.

Stop and ask yourself why Facebook would decide to forcibly yoke together the Facebook social network with Oculus devices (something Oculus founder Palmer Luckey was promised would never happen when Facebook bought his company):

Oculus founder and Rift inventor Palmer Luckey says he “really believed” Oculus headsets would never need a Facebook sign-in to operate, based on promises made during his time at the company.

Yesterday, Facebook announced that, from October, first-time sign-ins to Oculus headsets would require a Facebook account. Pre-existing Oculus accounts will continue to function as normal until 2023, when Facebook will end support and users will lose unspecified features. When Facebook first bought Oculus in 2014, Oculus executives — including Luckey — gave multiple assurances that users would not need a Facebook account to use their headset.

Following yesterday’s news, Luckey took to Reddit, claiming that he “really believed” Facebook wouldn’t enforce such a requirement and that the company promised him as much on multiple occasions. “I want to make clear that those promises were approved by Facebook in that moment and on an ongoing basis,” Luckey said, “and I really believed it would continue to be the case for a variety of reasons. In hindsight, the downvotes from people with more real-world experience than me were definitely justified.”

While Palmer could hardly be faulted for being young and naive enough to believe promises by Facebook executives that nothing would change (only to be later shown the door), it has now become clear what Mark Zuckerberg’s grand strategy is, and why he spent 3 billion dollars to purchase Oculus in the first place.

It’s all about hopping on what Mark dearly hopes will be the next iPhone, the next big thing, the next must-have device. It’s all about power. It’s all about control. And it’s all about making ridiculous amounts of profit off your personal data.

And I believe that Facebook’s strategy is: to utterly dominate the nascent virtual reality market, to create a lucrative but ultimately limiting walled ecosystem, to crush potential competitors, and to strip-mine your personal data to build an ever more detailed and intrusive personal profile of you—your likes and dislikes, your network of friends, family and coworkers, even biometric data from your Oculus device usage, such as your eye movements—in order to strip-mine it and sell access to that precious data to corporations and campaigns. All with very little oversight.


UPDATE Sept. 21st, 2020 (PLEASE ALSO READ THE MARCH 17th, 2021 UPDATE AT THE END OF THIS BLOGPOST!)

As Ben Egliston and Marcus Carter have writen has written in an editorial for The Conversation, titled Facebook’s virtual reality push is about data, not gaming:

A VR headset collects data about the user, but also about the outside world. This is one of the key ethical issues of emerging “mixed reality” technologies.

As American VR researcher Jeremy Bailenson has written:

“…commercial VR systems typically track body movements 90 times per second to display the scene appropriately, and high-end systems record 18 types of movements across the head and hands. Consequently, spending 20 minutes in a VR simulation leaves just under 2 million unique recordings of body language.”

The way you move your body can be used to identify you, like a fingerprint, so everything you do in VR could be traced back to your individual identity.

Facebook’s Oculus Quest headsets also use outward-facing cameras to track and map their surroundings.

In late 2019 Facebook said they “don’t collect and store images or 3D maps of your environment on our servers today”. Note the word today, which tech journalist Ben Lang notes makes clear the company is not ruling out anything in the future.


Think that the collection and dissection of that sort of data won’t happen? I have news for you, sweetheart; in many ways, that data collection is already happening. Extending even firmer Facebook control over Oculus devices is simply adding to the existing store of data that Facebook can collect on you.

A little over a year ago, I wrote on this blog (and yes, I will quote what I said at length, because it is important and worth repeating):

Facebook has the resources to capably crush competitors. Strip-mining the data of the estimated 2.7 billion people worldwide who use Facebook, WhatsApp, Instagram, or Messenger each month has been extremely lucrative for the company. (The five billion dollar fine the U.S. FTC recently levied against Facebook for their privacy lapses was a mere slap on the wrist, given the income the company generates each year from advertising. Mark Zuckerberg probably found the money from his couch cushions.)

…

Which leads to the point of this editorial: in this evolving metaverse of social VR and virtual worlds, is too much power concentrated in the hands of a single, monolithic, profit-obsessed company? I would argue that Facebook is aiming for complete and utter domination of the VR universe, just as they already have in the social networking space, by creating a walled ecosystem with the Oculus Home and the Oculus Store that will have a negative impact on other companies trying to create and market VR apps and experiences. The field is already tilted too much in Facebook’s favour, and the situation could get worse.

Now, you can argue that Facebook has competition from other VR headsets such as the HTC Vive line of products and the Valve Index. And the Steam software distribution platform is an alternative to the Oculus Store. I understand that my purchased programs from the Oculus Store can still be played on an HTC Vive or Valve Index with the Revive software, which is somewhat reassuring to me (although I suppose there is nothing really stopping Facebook if they choose to block that avenue at some point in the future).

More concerning to me is that, at some point, I may be forced to get an account on the Facebook social network to use apps on my Oculus VR hardware. In fact, this has already happened with the events app Oculus Venues, which I recently discovered requires you to have an account on the Facebook social network to access.

Sorry, but after all the Facebook privacy scandals of the past couple of years, that’s a big, fat “Nope!” from me. I asked Facebook to delete its 13 years of user data on me, and I quit the social network in protest as my New Year’s resolution last December, and I am never coming back. And I am quite sure that many of Facebook’s original users feel exactly the same way, scaling back on their use of the platform or, like me, opting out completely. I regret I ever started using Facebook thirteen years ago, and that experience will inform my use (and avoidance) of other social networks in the future.

Yes, I do know that I have to have an Oculus account to be able to use my Oculus Rift and Oculus Quest VR headsets, and that Facebook is collecting data on that. I also know that the Facebook social network probably has a “shadow account” on me based on things such as images uploaded to the social network and tagged with my name by friends and family, etc., but I am going to assume that Facebook has indeed done what I have asked and removed my data from their social network. Frankly, there is no way for me to actually verify this, as consumers in Canada and the U.S. have zero rights over the data companies like Facebook collects about them, as was vividly brought to life by Dr. David Carroll, whose dogged search for answers to how his personal data was misused in the Cambridge Analytica scandal played a focal role in the Netflix documentary The Great Hack (which I highly recommend you watch).

We’ve already seen how social networks such as Facebook have contributed negatively to society by contributing to the polarization and radicalization of people’s political opinions, and giving a platform to groups such as white supremacists and anti-vaxers. The Great Hack details how Cambridge Analytica used Facebook data without user knowledge or consent to swing the most recent U.S. election in Donald Trump’s favour, and look at the f***ing mess the world is in now just because of that one single, pivotal event.

We can’t trust that Facebook is going to act in any interests other than its own profit. Facebook has way too much power, and governments around the world need to act in the best interests of their citizens in demanding that the company be regulated, even broken up if necessary.

Well, now we know how that went; you will indeed have to set up a Facebook account to use your Oculus VR devices, going forward. All the better to collect, dissect, and sell your personal data to the highest bidder, my dear…and if you think you can get around this niggly little detail by setting up a fake account, well then, don’t be too surprised if you find yourself losing access to your content, and locked out of your VR headset. Facebook expects your real name, and that real-name policy has already generated plenty of controversy, as this link to Wikipedia illustrates.

I am going to give the last word to British journalist Carole Cadwalladr, who was also part of The Great Hack documentary (which I highly recommend you watch on Netflix). She wrote, in a damning Guardian newspaper editorial two months ago :

In 2016, we didn’t know. We were innocent. We still believed social media connected us and that connections were good. That technology equalled progress. And progress equalled better.

Four years on, we know too much. And yet, it turns out, we understand nothing. We know social media is a bin fire and that the world is burning…

In Facebook’s case, the worst has already happened. We’ve just failed to acknowledge it. Failed to reckon with it. And there’s no vaccine coming to the rescue. In 2016 everything changed. As for 2020… well, we will see.

We have already been through the equivalent of a social media pandemic – an unstoppable contagion that has sickened our information space, infected our public discourse, silently and invisibly subverted our electoral systems. It’s no longer about if this will happen all over again. Of course, it will. It hasn’t stopped. The question is whether our political systems, society, democracy, will survive – can survive – the age of Facebook.

We are already through the looking glass. In 2016, a hostile foreign government used Facebook to systematically undermine and subvert an American election. With no consequences. Nobody, no company, no individual or nation state has ever been held to account.

Zuckerberg says Black Lives Matter and yet we know Donald Trump used Facebook’s tools to deliberately suppress and deny black and Latino people the vote. With no consequences.

And though we know the name “Cambridge Analytica” and were momentarily outraged by Facebook’s complicity in allowing 87 million people’s personal data to be stolen and repurposed including by the Trump campaign. A 5 billion dollar fine was paid but no individuals were held to account.

…

Will Facebook be used to subvert the 2020 US presidential election? Yes. Will Facebook be held to account? No. Are we looking at a system shock that will change America for ever? Yes. Because Trump will either win this election using Facebook or he will lose it using Facebook. Both ways spell disaster. On Sunday, interviewed by a Fox reporter, he refused to say if he would leave the White House if he lost the election.

America, the idea of America, is on the brink. And at the cold, dead heart of the suicide mission it has set itself on, is Facebook. Facebook and America are now indivisible. Facebook, WhatsApp, Instagram, these are now the bloodstream of American life and politics. A bloodstream that is sick.

And so the world is sick, because American capitalism has been the vector that has brought this infection across the globe. Algorithmically amplified “free speech” with no consequences. Lies spread at speed. Hate freely expressed, freely shared. Ethnic hatred, white supremacy, resurgent Nazism all spreading invisibly, by stealth beyond the naked eye.

…

This is Facebook’s world now. And we live in it. And if you’re not terrified about what this means it’s because you haven’t been paying attention.


Housekeeping Notes: This editorial was originally labelled Part I, because I suspect that this will be only the first of many editorials I will be writing about Facebook’s role in virtual reality on this blog. For example, Facebook’s decision to stop selling the Oculus Rift in favour of the Oculus Quest 2 is a topic for another day. The August 20th, 2020 Ars Technica editorial by Sam Machkovech, titled Why the Facebookening of Oculus VR is bad for users, devs, competition, raises so many fascinating ideas that it warrants a separate, detailed editorial all on its own. There’s no shortage of stuff to write about here!

And I’m quite sure there will be many other things to talk about as Facebook Horizon rolls out, including the Big Brother-like real-time observation of its users, and I hope that these editorials will spark some lively and informed discussion of the issues.

Will we see a David-versus-Goliath resistance rise up against Facebook in light of its recent policy changes and its ongoing business practices? Who knows what will happen. Facebook has deep pockets to spend on things such as advertising, lawyers, and lobbyists to get its own way. But it will be fascinating to watch it all unfold, nonetheless. We could well be seeing the first major ethical and ideological battle of the new age of the metaverse taking place.

So, what do you think? Please feel free to leave a comment below, or better yet, join the ongoing discussions, debates, and arguments about all aspects of social VR, virtual worlds, and the ever-evolving metaverse on the RyanSchultz.com Discord server. We’d love to hear your opinions on all this!

P.S. Yes, I still intend to take a break from social media and news media (well, as best I can, anyways) from now until after the U.S. federal election. I have no doubt my readers will alert me if something major happens over the next two months!

UPDATE March 17th, 2021: I would like to apologize to Ben Egliston, whom I did not know was a co-author of the editorial from The Conversation along with Marcus Carter. In the original version of this blogpost, I has mistakenly assumed he was not, and I am truly very sorry! It turns out that I was confused and misinformed. I have apologized to Ben for my serious error. 

Editorial: I’m Percolating

Obviously, I may have surprised some observers who expected me, after my self-imposed vacation from blogging this summer, to come busting out of the gate with a flurry of new blogposts. Frankly, I have surprised myself as well.

Oh, Auntie Ryan still has opinions, child. And you all know from past experience that I am certainly not shy about sharing said opinions here. But, this time around, I am biding my time before I set pen to paper (or, in this case, finger to keyboard).

For example, I have lots of feelings about Facebook (none very positive), but rather than just post another rant, I feel like doing a bit more reading, reflection, and investigation, and craft a better-worded argument than I usually do. Perhaps it’s a by-product of teaching university students about the proper way to approach the published scholarly literature while searching for the answer to a research question, something that has been on my mind a lot over the past few weeks.

Every so often, I check my WordPress blog statistics, and for some reason a blogpost I wrote over two years ago about VR pioneer Jaron Lanier and his book Ten Arguments for Deleting Your Social Media Accounts Right Now is getting increasing amounts of traffic lately. It would appear that some people, at least, are taking a sober second look at the impact of social media on society, and that particular blogpost is coming up in Google searches.

I think such reflection is a good and necessary thing, particularly in this age of divisiveness, conspiracy theories, and highly partisan politics. Throw in a deadly pandemic and a global climate crisis (with out-of-control wildfires in Australia and California just being the most recent evidence of the emergency), and it’s enough to overwhelm and depress anyone. In many ways, 2020 has been a dumpster-fire year.

So it seems like a good time for me to percolate, ruminate…and perhaps spend a bit more time reading and reflecting, rather than just jump right into the fracas like I usually have done. Kent Bye once told me that he appreciates my in-the-moment, “hot take” reporting, but there’s also a lot to be said for a more considered, more informed, more reflective approach to social VR, virtual worlds, and the ever-evolving (and percolating!) metaverse.

For all of its hype and drama—the launch and shut-down of devices, products, and platforms—the metaverse is not going anywhere in a hurry, and neither am I.


Some people may also be surprised that I am still writing about Second Life, which many observers see as quaint and outdated. As I have written before, I consider SL to be the perfect model of a mature, fully-evolved metaverse, one where we can already see many of the features which will appear in newer platforms.

For example, it is no accident that Facebook Horizon has implemented easy-to-use in-world building tools, an echo of the rudimentary “prim building” that Second Life launched with over seventeen years ago. Many experienced metaverse content creators got their start building and selling simple, prim-built objects, expressing their creativity in new and wonderful ways, and making money off their efforts. And we can expect to see more and more platforms move towards the implementation of an in-world marketplace for the buying and selling of user-created content. In this and many other ways, Second Life set the model for other virtual worlds to follow and improve upon.

Regardless of the ultimate success or failure of Facebook Horizon, it will doubtless inspire a new crop of content creators, much like Second Life has done. Those content creators might not stay with Horizon (as many have since left SL, forming a vast diaspora), but their work often continues on other platforms. Each new platform offers a brand new canvas for artists to build and create new visions of virtual worlds. If one world should shut down, there will be a ripple effect, benefiting other worlds.

So, yes, I will still be writing about Second Life, my first love. My endless fascination with SL continues to this day. Over time, I do expect that one or more metaverse platforms will eventually overtake it in terms of sheer popularity and economic success. But for now, at over 17 years of age, it still remains the perfect laboratory for seeing what is possible.

Stay tuned, folks! The ride is just starting to get interesting!

There will be many twists and turns in the years ahead!
Photo by Priscilla Du Preez on Unsplash

UPDATED Editorial: From the Outside, Looking In

*sigh*

I can’t sleep. I’ve been tossing and turning since 3:00 a.m., so I finally decided to get out of bed and do what I do when I can’t sleep. Brood. And blog. (Yes, I know: bad combination.)

And, while I was lying in bed, it occurred to me: for the first time ever, I will be writing about a social VR platform on this blog that I may never actually set foot in.

Of course, I am talking about Facebook Horizon.

This manipulated image of the new Facebook Reality Labs logo is courtesy of the insanely talented and creative LokiEliot; the eye is actually not part of the FRL logo pyramid, but as far as I am concerned, it may as well be there.

Kent Bye, host of the influential Voices of VR podcast, shares the growing sense of unease that many informed people now feel about the extent of Facebook’s control and use of the personal data which it collects on you, which of course includes sharing your Oculus VR device data with other Facebook products and services, as evidenced by the following Oculus Support question and answer. It would seem that if you’re in one Facebook product or service, you’re in them all—and it’s yet another good reason for me start moving away from relying on Oculus hardware for any future virtual reality experiences.

Kent Bye, in a tweet yesterday, referenced another observer who compared this Q&A with a quote from the dystopian science fiction classic Fahrenheit 451, commenting:

“Can I chose to not share information about my VR activity…?” “No…” I read this chilling Q&A during @FRealityCrew podcast. Contextual Integrity is an approach to privacy. Facebook says it’s for a safety context, but they don’t limit by context. Could be for data mining contexts.

(The link to the podcast itself is here.)

Again, my response to all this is to steer clear of Facebook. Yes, I full well realize that other tech companies (Google, Apple, Microsoft, etc.) also use data mining on me. But Facebook has already demonstrated in its past corporate history, time and again, that it cannot be trusted with the information it collects on you, and shares with other companies, without your knowledge or consent, other than you tacitly signing off on a lengthy Terms of Service document that only a lawyer could decipher. (Exhibit A: the Cambridge Analytica scandal.)

Therefore, I am quite content to remain on the outside, looking in, rather than continue to be “Under His Eye”, as they say in The Handmaid’s Tale. Simply put, I no longer wish to be under Mark Zuckerberg’s eye—even if it means I will only report on Horizon as an interested observer, as opposed to an active participant.


Yesterday, Facebook launched the invitation-only beta of its Horizon social VR platform, after a short, closed alpha launch earlier this year. According to the official blogpost announcing the beta test:

The invite-only beta will be available on Oculus Quest and the Rift Platform in the U.S. and Canada to start. We’ll welcome more people over time, and you can add your name to the beta waitlist.

Looking at the Facebook Horizon Beta Application form, it seems very clear what kind of people Facebook is interested in inviting into Facebook Horizon at this stage:

  1. They want to know whether you “have…ever created a world, game, or experience in a VR game, in a console/PC game, or in a professional creator tool (such as Unity/Unreal)”; and
  2. They also want to know if you “lead, moderate, or administer an online community (such as Reddit, Facebook Groups, Discord, Twitch, etc.)”.

In other words, they will be giving priority to a) content creators and b) community builders and influencers. The former group Facebook wants to bring in to fully test out its in-world building tools, and (perhaps) the ability to import content from third-party tools, and the latter group they want to get the word out about Horizon to their communities, and generate some positive buzz.

Somewhat buried in the press release is the following information:

Eventually, we envision large spaces where many people can gather in Horizon, but for now, up to eight people can share a space.

So (at least to start), Horizon will be unable to host large events. Unlike Second Life, Cryptovoxels, and Somnium Space, which are one large contiguous landmass, Facebook Horizon will be composed of separate, discrete worlds you select from a menu, much like VRChat, the old High Fidelity and its successor platforms (Tivoli and Vircadia), and Sansar.

There’s so much more Facebook Horizon news to parse than I have time to cover here this morning. It’s 5:30 a.m. and I am going to try to get some sleep (but it’s probably a lost cause).

Facebook Horizon: I prefer to stay on the outside, looking in, thank you…

I wish I had never joined Facebook 15 years ago. I especially regret encouraging friends and family to sign up in the early days. I also wish now that I had never purchased my Oculus Quest and Oculus Rifts (yes, plural—one for home and one for work). I wish that I had never bought many of my VR apps through the Oculus store.

But I can learn from my past mistakes, and I can use that knowledge to make more informed, better decisions in the rapidly-evolving VR/AR/XR marketplace.

And I will continue to write about Facebook and Oculus on this blog, as part of my coverage of social VR and virtual worlds, informed by my experiences to date in dozens of different platforms, since I first set foot in Second Life fourteen years ago.

I might be able to personally boycott Facebook products and services (if not now, then at some point in the future when I sell or give away my Oculus devices), but, for better or worse, Facebook is simply too big a player to completely ignore. And, after all, this is a blog about social VR.

Stay tuned for more coverage!


UPDATE 11:27 a.m.: After finally getting some much-needed sleep, I edited this blogpost a bit, and I also wanted to add a link to an UploadVR article posted yesterday by Jamie Feltham, who interviewed a couple of Facebook employees working on the Horizon project, and received a Facebook Horizon preview before the beta launch of the product.