While technology is transforming itself from tool to aim, machines started to use individuals. The machines that are being developed to facilitate human life have become indispensible for individuals’ lives because of the advantages they offer. This approach, which is the mile stone of technological determinism, is changing the relation between the technology and the machine, and the relation between humans and machines. In this study, through the questions “Is technology a machine or are humans machines?” human’s and technology’s future is reviewed with a critical approach and discussed with a recommended model. According to this approach, human develops the machine that facilitates his/her life and then depends on that machine emotionally and continues his/her life with it. This emotional commitment helps the human produce continuously. Behaving so, the human tries to improve the life by enabling the machine to serve more advantageous features. With today’s technology, human’s approach to virtual reality, and hence to technological determinism has changed and at this point it turned out to be the cause of the virtual determinism’s occurrence. Now the human, who has adopted a lifestyle interpenetrated with virtual reality, has demanded technology to improve this way and with the user-base for virtual reality googles spreading he/she has had the chance to live different experiences. In a virtual world, individuals who have experienced the data which have been coded and designed beforehand like it was real, are able to play games, design, communicate, and do shopping, watch news in places where they cannot be in real life. If it is briefly stated they do most of the activities they can and can’t do in their real lives. This situation increases human’s demand towards virtual reality, canalizes technology’s development in this direction, and with this developing technology, human’s evolution accelerates. As a result of this, technology’s benefits increases thanks to virtual reality glasses. In this context, throughout the study, virtual reality technology is observed. With a group of twelve children aged 9 to12, an experiential study is conducted with virtual reality glasses. A chosen Playstation4 Pro VR themed game was played by the children who participated in the study, and their reactions are recorded then their attitudes towards virtual reality were analyzed by measuring the game’s real-time image and the child’s reactions to it.

      Keywords: technology, virtual reality, virtuality






[1]        Artut, S (2014) Teknoloji-İnsan Birlikteliği. İstanbul: Ayrıntı Yayınları.

[2]         Baudrillard J (2016) Simülakrlar ve Simülasyon. Ankara: Doğu Batı Yayınları.

[3]         Bauman Z (1998) Globalization: The Human Consequences. Cambrige: Polity Press; Oxford:

Blackwell Publishers Ltd.

[4]         Bauman Z (2009) Does Ethics have a Chance in a World of Consumers?. Cambrige and

London: Harvard University Press.

[5]         Bauman Z (2010) 44 Letters from the Liquid Modern World. Cambrige and Malden: Polity


[6]         Bostan B (2007) Sanal Gerçeklikte Etkileşim. Doktora Tezi, Marmara Üniversitesi, İstanbul.

[7]         Castells M (1996) The Rise of the Network Society Vol.1 of The Information Age: Economy,

Society and Culture. Oxford: Blackwell.

[8]        Castells M (2008) Ağ Toplumunun Yükselişi. İstanbul: Bilgi Üniversitesi Yayınları.

[9]         Chayko M (2017) Superconnected: The Internet, Digital Media, &Techno-Social Life. London:

Sage Publications.

[10]       Ellul J (2003) Teknoloji Toplumu. İstanbul: Bakış Yayınları.

[11]       Fiske J (2014) İletişim Çalışmalarına Giriş. Ankara: Pharmakon.

[12]       Fuchs C (2014) Social Media: A Critical Introduction. Great Britain: Sage.

[13]       Fuchs P & Moreau G & Guitton P (Editors) (2011) Virtual Reality: Concepts and Technologies.

New York: CRC Press.

[14]       Grady S (2003) Virtual Reality: Simulating and Enchancing the World with Computers, New

Edition. New York: Facts On File Science Library

[15]      Güngör N (2013) İletişim Kuramlar ve Yaklaşımlar. Ankara: Siyasal Kitabevi.

[16]       Jacques E (1964) The Technological Society. New York: Vintage Books.

[17]       Jenkins H (2006) Convergence Culture. New York: New York University Press.

[18]      Kelly K (2010) What Technology Wants. New York: Penguin Books.

[19]       Linowes J (2015) Unity Virtual Reality Projects. Birmingham: Packt Publishing.

[20]       McLuhan M and Fiore Q (1967) The Medium is the Message. New York: Bantam Books.

[21]      Sherman W & Craig A (2003) Understanding Virtual Reality. San Francisco: Morgan

Kaufmann Publishers.

[22]       Yengin D (2014) Yeni Medya ve Dokunmatik Toplum. İstanbul: Derin Yayınları.