Brandon Burrow 
Whose Future is it Anyway? Technology surrounds us. It 
is difficult to find a room in the modern world that lacks a screen designed to 
grab our attention in it, ready to swallow passerby in a portal to the version 
of reality present in the programming on display. Electronic devices are so 
convenient that we often do not consider how our screen time affects our brains; 
the subliminal messaging and inception of ideas not our own is covered by the 
hints of dopamine our brains feed us to reward us for “interacting” with the 
world. The perception of time and events can be confused and drastically changed 
by media, as evidenced in Jorge Luis Borges’s “The Garden of Forking Paths,” 
where there exists an idea of a book which doubles as a labyrinth prompting the 
question, “What does a book (which was once a technology itself enabled by the 
printing press) that contains all pasts, presents, and futures look like?” My 
answer is the internet/virtual reality, and in this research report I will 
examine how technology and social media influence our perceptions of the world 
in fiction and beyond, creating of its own volition or allowing users to create 
for themselves their own pasts, presents, and futures and why we should be 
cautious of the information we consume. In Ready Player One, the 
main character, Wade Watts, lives in a world that is identifiably 
post-apocalyptic, as it is stricken by climate change and a lack of resources 
that drives the masses into an alternate reality video game simulator known as 
the O.A.S.I.S as a form of escapism. The plot of the novel centers on an Easter 
egg hunt for clues to solve a puzzle left by Halliday, the reclusive inventor of 
the O.A.S.I.S, after his death. Halliday was a lifelong gamer and thus, all the 
necessary keys to winning the challenge can be found in the media that he 
considered to be part of his own “canon” as the egg-hunter or “gunters” refer to 
it. Kids like Wade, as well as adults and entire corporations, take part in the 
hunt, as the winner is to be given control of the simulation’s future—which 
influences untold millions of people—and riches beyond imagining.  This is an idea also seen 
in Thomas Fox Averill’s “The Onion and I.” In Averill’s story, a virtual reality 
is offered to citizens that is advertised as replacing true reality as the 
narrator notes: “once the government, together with all the huge 
telecommunications companies, realized they could make and enforce laws on the 
computer, they also realized they could make and control people” (Onion 11). In 
a 2018 article by David Robson for the BBC, he cites
“a recent study in Science journal” 
that “confirmed that false news spreads much more rapidly than verified 
information from respectable sources. ‘It’s very possible that most people are 
not at risk of being stuck in an echo chamber, but they are still being targeted 
with specific ads based on their behaviour, or they are still being targeted 
with misinformation’” (Robson). The threat of alternate realities is no longer 
native only to speculative fiction but exists wrapped within the information 
sources we consult every day on the internet. An illusion of choice can be 
carefully constructed by distant corporations unbeknownst to the end user who 
may still believe themselves to be in an unbiased reality. Inside
Ready Player One’s O.A.S.I.S, players 
can choose an avatar of any race, gender, or species (if they prefer fantasy or 
sci-fi characters from popular culture), that causes the “lines of distinction 
between a person’s real identity and that of their avatar…to blur” just as the 
narrator in “The Onion and I” thinks that “maybe, I wasn’t real at all but a 
cyberperson” (RP1 60, Onion 20). Identity and reality itself is confused through 
a layering of truth that obfuscates perception and the senses. The onion 
metaphor that Averill’s story uses is an apt one as people must learn to 
negotiate layers of reality within their many selves and ideas that may or not 
be their own. For the narrator in the “The Onion and I,” even his own mother’s 
emotions are hard to verify as he feels her “enthusiasm was so strong it might 
have been programmed into the computer, or flashed as an image into the helmet I 
wore to replace the sensory data of the ‘real’ world with the sensory data 
projected by the computer” (Onion 19). If emotions and senses cannot be trusted, 
what can be? In a world like the one we 
live in, with many hard to conceptualize events taking place across the globe, 
forming informed and strong personal opinions can be difficult and people often 
flock to established opinions and agendas. In a 2018 news article on “How Social 
Media Echo Chambers Drown out the Voices in the Middle,” Tonya Mosley cites a 
study by Laura Jakli that found “’when there is a hot-button issue in the news, 
moderate positions seem to disappear’” (Mosley). While people might “naturally 
have a pretty diverse opinion,” after monumental events their opinions tend to 
“’merge or mold with the people [they] follow’” on social media (Mosley). In the 
modern age people often have difficulty retaining their identity due to the 
deluge of ideas and opinions that course around them, causing many people to 
simply latch on to ideals that are popular, and possibly replicated through 
rhetoric. The identity that
Ready Player One’s Easter egg hunt 
seeks to replicate according to Megan Amber Condis is that of a white male (16). 
Condis notes that, while “at first glance, the founding of an alternative, 
popular cultural canon seems like a great equalizer” since Halliday’s research 
content is widely available for free or cheap, it quickly becomes apparent that 
Halliday’s “pop culture ‘syllabus’ embedded within
Ready Player One imagines the gaming 
subculture as almost exclusively white and male” (7, 9). Halliday’s canon is 
based on the media that he enjoyed throughout his life, and is meant to 
“essentially ask his fans to re-live his youth via his favorite fiction, movies, 
television shows, comics, and video games in the hopes that these experiences 
will shape their perspectives on gamer culture into something that more or less 
resembles his own” (6). One of the challenges that Halliday tasks gunters with 
is to play the role of a character in an interactive film called a “flicksync” 
(RP1 108-12). The player must get every line of dialogue correct, with bonus 
points for using accurate inflection and veracious taking on of the role, to 
progress in the hunt. The role chosen for the player is David Lightman (Matthew 
Broderick’s character in the film 
WarGames) (108). Condis notes that “a successful playthrough…requires more 
than mere knowledge of plot or even the scripted lines. [It] directly reward[s]
identification with the young, 
straight, white male [protagonist]” of the film (12). Essentially, what on the 
surface seems like a heroic fight to keep an online virtual reality technology 
free for people of all nationalities and creeds requires the talents of only one 
identity that is shaped through Halliday’s challenges.  The idea of reality being 
shaped by the vision of a specific group is also explored in William Gibson’s 
“The Gernsback Continuum.” The narrator begins seeing “semiotic ghosts. 
Fragments of the mass dream” of a subset of Americans raised on pop culture 
(37). Architectural styles and inventions from sci-fi movies and impractical 
airplanes that the narrator recognizes as incapable of flight pass by in front 
of him as he questions whether his reality is his own. Travelling late at night 
he sees a vision of “a dream Tucson thrown up out of the collective yearning of 
an era,” populated by “children of Dialta Downes's `80- that-wasn't; they were 
Heirs to the Dream (49-50). The future he sees is homogenous, representative of 
a “white, blond” and likely blue-eyed peoples’ reality, and it is disorienting 
to him (50). The story depicts competing versions of reality based on what 
people want it to be, just as Mosley finds when interviewing a social media user 
who says that “on social media, [she] found a tribe” that she now identifies 
with (Mosley). When the narrator in Gibson’s story calls his friend to relay his 
experience, the prescription his friend offers is just to go watch more TV, or 
in other words, to replace one fiction with another (57). Like the characters in 
“The Onion and I,” Gibson’s narrator is subjected “to live in both worlds: to 
dream and to wake, to learn and to imagine, to live between two lives” (Onion 
21). The narrator perceives different visions of what the world 
is based on what ideology is winning out in the mass conscious, and thus 
what reality influences his own sight. 
Visions of a homogenous future is an ideal confronted
in Ursula K. Leguin’s short story “Newton’s Sleep.” In the story it is 
established that the population is largely white, high-IQ academic individuals 
with little variation. The rational to a fault patriarchal character, Ike, 
wishes to relinquish ties to mother earth. He considers the monitors that the 
Spes station keeps in contact with earth through an “umbilicus” that should be 
cut so that the Spes people can “start fresh” (Newton’s 315). Ike is denouncing 
a balanced feed of information in lieu of a controlled message. During the 
course of the story illusions of the world the Spes people left behind such as 
images of beautiful people from primitive cultures, landscapes, and animals are 
seen in the hallways of the space station. Le Guin uses the term “‘shared 
experience’” to describe the sights the Spes people are seeing, indicating that 
the homeland cannot be entirely erased and that it is collective perception that 
brings these images to life, into being. Ike, however, has chosen to affect a 
viewpoint that is so entirely unidirectional and pointed to a “desired end” that 
he is unable to see what everyone else sees (Newton’s Sleep 338).
This tunnel-visioned viewpoint is also possible in the “virtual Wild West” 
of social media that “might allow us to overcome some of the social and 
geographical barriers between people, so that we establish a more balanced view 
of the world around us. But it [is] equally possible that we would simply erect 
new fences [as Ike tries], as like-minded people siphon themselves into 
homogenous groups who all share the same viewpoints and gather their information 
from the same sources” (Robson). The fickle nature of 
reality is thoroughly present in Jorge Luis Borges’s “The Garden of Forking 
Paths,” wherein the narrator is searching for a book written by his ancestor 
that deals with the “abysmal problem of time,” namely that for every moment and 
choice, an endlessly branching future and past exist where each choice was 
chosen (49, 53). It is revealed that the book itself is a labyrinth, a common 
model for how alternative futures can work. Its forking paths symbolize “an 
infinite series of times, in a growing, dizzying net of divergent, convergent 
and parallel” as it seeks to embrace “all 
possibilities of time” (53). Reality then becomes subjective, the choice an 
actor makes at an exact moment colors his perceptions of reality. The narrator 
discovers this himself: “Then I reflected that everything happens to a man 
precisely, precisely now. Centuries of centuries and only in the present do 
things happen; countless men in the air, on the face of the earth and the sea, 
and all that really is happening is happening to me” (6). Those last words, “all 
the really is happening is happening to me” can be chilling in the context of 
the digital age where people can choose their information stream.  The modern user of 
technology, given the almighty power to shape their own information diet and 
thus their own reality, can convince themselves that they live in a branch of 
reality unique to them, where only what they perceive matters. And while there 
“appears to be no easy solution to this online disharmony” as Robson notes, 
“experts such as Dubois hope that media literacy education at schools and 
university may help, teaching basic critical thinking skills and the ways to 
identify bias in an argument, allowing us to appraise news sources more 
thoughtfully” (Robson). One way that 
we can resist the influence of our high-tech present is in the study of 
speculative fiction that depicts the folly of being controlled by a rigid 
discourse. Classes like Literature of the Future and education in critical 
thinking and analysis are then the solution to understanding the rhetoric of the 
messages around us.  Works Cited Cline, Ernest.
Ready Player One.  Condis, Megan Amber. 
“Playing the Game of Literature: Ready Player One, the Ludic Novel, and the 
Geeky “Canon” of White Masculinity.” 
Journal of Modern Literature, vol. 39, no. 2, Winter 2016, pp. 1-19, 
10.2979/jmodelite.39.2.01. 
Mosley, Tonya. “How Social Media Echo Chambers Drown 
Out the Voices in the Middle.” KQED, 
5 Nov. 2018, 
https://www.kqed.org/news/11703717/how-social-media-echo-chambers-drown-out-the-voices-in-the-middle. 
Robson, David. “The Myth of the Online Echo Chamber.”
BBC, 17 Apr. 2018,
http://www.bbc.com/future/story/20180416-the-myth-of-the-online-echo-chamber. 
      
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