Jean Baudrillard’s Simulacra and Simulation presents complex definitions of simulation, simulacrum, and hyperreality. Understanding these terms allows us to distinguish what is within or separate from reality. This is especially relevant when considering the way technology relates to contemporary life despite its lack of physicality.
Today’s technology is intertwined with theoretical understandings of simulation, simulacrum, and hyperreality. In the context of Jean Baudrillard’s writing, simulacrum refers to something “not unreal… [it is] never exchanged for the real, but exchanged for itself.” It is something that exists separately from the physical, objective world in simple categorical terms. In other words, a simulacrum is distinct and self-referential and cannot be referred to with external means. For example, a photo of an apple is a representation of a physical apple. Therefore, it is not a simulacrum. In contrast, cyberspace is a simulacrum which will be addressed later. Hyperreality is exemplified by a plane that is indistinguishable between reality and imagination. Through hyperreality one loses sight of what is demonstrably real or fake. Relevant to the degree of something achieving simulacrum and hyperreality is simulation. As a stepping stone, simulation is a form of engagement within the confines of reality.
Present times have produced various technological feats. These include but are not limited to virtual reality, augmented reality, and cyberspace. Virtual reality encompasses the entirety of a user’s visual perception to create an encapsulated experience. In a virtual reality headset, you will see a world isolated to the screen in front of your eyes. For example, Beat Saber is a VR game that obscures gamers’ entire field of vision to immerse them in the game. According to their visual perception, they are entirely surrounded, according to their visual perception, by the world of the game with objects to interact with.In contrast, augmented reality engages with the world the way its name dictates. Unlike virtual reality, augmented reality technology does not pursue the creation of a veil. Rather, it enhances the world through simulated additions by feigning the existence of things in the real world. This is through things being “added” to the room of an individual that do not actually exist. Two examples include Instagram filters and furniture placing lenses from sites like IKEA. Lastly, cyberspace refers to the digital realm where networks of virtual communication are navigated. This includes the internet where forums, chat rooms, and comment sections make up our digital reality.
Jean Baudrillard explicitly states that “[t]o simulate is to feign to have what one doesn’t have.” Virtual reality is interpretable as this; since it presents a fake lens without the burden of reality to interfere with it in the first place. This placeholder for reality intends to present a world untethered by preexisting conditions and expectations so that it can accomplish immersion — virtual reality simulates reality.
“…facts of contemporary life with no reversal.”
Hyperreality comes into play in this discussion of reality with the technological advancement of cyberspace. Cyberspace, which allows for virtual communication, has boomed with greater societal importance. The ability to deliver information to others anywhere, at any time has produced a reality no longer reliant on the whims of objective life. You can send a message to someone across the world instantaneously and just as easily as you could put in card information to buy groceries. This facilitates remote work and education. These digital realms facilitate interpersonal connection, consumption, and more through the ease of a mobile phone. In some regards, cyberspace presents an alternative to options based in standard reality, such as online dating. At the same time, however, it presents opportunities well beyond what was initially feasible without it. Use of cyberspace is so commonplace that it has taken form on its own; so much so that it no longer needs a reference to any origin. A photo of an apple has basis in reality because an apple exists in the physical world. Unlike a photo, cyberspace has no equivalent. This replacement of reality with cyberspace is noteworthy in consideration of life for younger generations that have always been exposed to this technology. In one sample, this relationship with a technological upbringing is expressed with the discrepancy in competency using and troubleshooting technology. An ignorance of navigating new technology noted in older generations indicates a lack of need for it during their upbringing, or at least the ability to survive without it. For those who have been immersed in cyberspace from developmental ages, this is now reality. This is how to navigate and live in this world.
There is no objective determination that all simulation, manipulation, or replacement of reality is good or bad as they have become integral to the lives of many regardless of benefit or hardship. Additionally, they have become facts of contemporary life with no reversal. As of right now, virtual and augmented technology dominantly exists as conductors of entertainment and education. On one hand, simulations offer new immersive gaming opportunities and on the other more medical training resources. This means that simulation offers the duality of escapism as well as harm-free learning. Cyberspace is a hyperreality where digital and intangible become real. Your actions online have real-world outcomes. Content posted online is not in a realm devoid of impact and this is ever-present in the way that younger generations are being affected by their content consumption. The dissemination of information through cyberspace includes information that is harmful. The perpetuation of insecurities through TikTok is a rabbit hole amongst a minefield. All in all, there is no telling what the future holds for the development of these technologies in relation to what reality is and will become. Linked below is a supplemental video about Jean Baudrillard’s Simulacra and Simulation.
Jean Baudrillard, Simulacra and Simulation