Facebook Moves to Create Virtual Reality World of Social Control

Kurt Nimmo

Control the environment and you control human behavior and, ultimately, the destiny of humanity

Earlier this week, Facebook dropped $2 billion to buy the virtual reality company Oculus Rift, described by Dave Thier of Forbes as “a bizarre, maddening and beguiling beast” that will reshape “conference calls, virtual tourism, goggle-sized home theaters and more.” The strap-on technology is, as well, Thier adds, “scary.”

Facebook Moves to Create Virtual Reality World of Social Control

Considering the murky history of Facebook, the adjective is appropriate. Facebook received start-up funding from Accel Parnters, a venture capital firm with deep connections to In-Q-Tel, the CIA’s technology investment outfit. It is also connected to the Defense Department and its Defense Advanced Research Projects Agency (DARPA), which is responsible for high-tech, high-end development. DARPA was instrumental in building the original internet. Later, when DARPA’s Information Awareness Office, a surveillance technology project, was exposed folks began to ask questions. Congress promised to defund the project and it was quietly rolled into the NSA.

High technology projects with even thin connections to the NSA and the CIA should be suspect. Moreover, Facebook boss, Mark Zuckerberg, has publicly forged a connection between Facebook and the surveillance state when he declared in 2010 the age of privcy is over. He also said sharing information with “people,” and, obviously, the state, with its ubiquitous surveillance and control grid, and large corporations is now a “social norm.”

“I think Facebook may be testing the waters for something even more science fiction than VR games here. I think they believe they can someday build the world’s first VR social network,” writes Paul Tassi.

In Ernest Cline's novel Ready Player One computers and virtual reality have taken over and control social life.

In Ernest Cline’s novel Ready Player One, computers and virtual reality control social life.

Tassi mentions two science fiction books that get right to the crux of what is likely to emerge from a CIA and NSA spawned social network moving into the virtual realm: Ready Player One by Ernest Cline and Neal Stephenson’s Snow Crash. Both novels portray a horrific world where computers and virtual reality have not only taken over and control social life, but become society.

“If Mark Zuckerberg is telling me I can talk to virtual teachers and doctors and have adventures and experiences with my friends through his vision of the Oculus, I have to imagine that in the back of his mind, he has something like a true VR social network in mind,” writes Tassi. “Maybe a ‘social network’ is even too restrictive a term. Maybe it will someday just be an entirely digital world.”

If allowed to develop under the guiding hand of the CIA and the NSA, virtual reality will eventually become the perfect mechanism for controlling humanity. “Sometime in the 2020s, reality simulations will become so high-resolution and immersive that they’ll start to get indistinguishable from the real thing,” writes the Lifeboat Foundation. “Simulations will become the preferred environments for work and play.”

“In the long run, VR could unlock limitless possibilities for human creativity,” argues Humanity Plus, a transhumanist organization. “We could construct artificial experiential worlds, in which the laws of physics can be suspended, that would appear as real as physical reality to participants.”

Control the environment and you control human behavior and, ultimately, the direction and destiny of humanity.

According to investigative author Daniel Estulin, the global elite plan to use transhumanism to create a master race destined to reach the stars after destroying the rest of humanity and the planet. “Globalists plan to seize all of the planet’s assets, natural and otherwise,” writes Rady Ananda in a review of Estulin’s book, TransEvolution: The Coming Age of Human Deconstruction.

Virtual reality mediated social behavior, designed to appeal to a generation acclimated to the internet and a diverse world of computer generated games and entertainment, may serve as the next step in a larger and more complex control paradigm.

Nurtured and shepherded by the likes of Google, Facebook, and other large corporations owned by the global elite under the purview of a supranational intelligence monolith, the future appears dim.

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