Abstract
Transhumanism is the concept of eliminating the weaknesses and “failings” of our evolved biology, often through the use of technological artefacts. Without such limitations as aging, physical strength, capacity for knowledge retention, and so on, Transhumanists argue that we can “evolve into something better”. In his book Natural-Born Cyborgs (2003), Andy Clark claims that we need not fear the notion of the ‘cyborg’—as we ourselves are already naturally predisposed to a cyborg-esque nature. Drawing upon works within cognitive science that tackle extended cognition, Clark demonstrates that humans have a natural instinct to incorporate tools due to the plasticity of our brains, and our already well-demonstrated capacity to integrate technology in such a way that it becomes an extension of self. Clark’s notion of the natural-born cyborg creates an interesting point of discussion, ultimately leading us to the question of whether Transhumanism is the inevitable next step for the human race. At first consideration, it would appear that would be a reasonable assumption—however, turning to the field of extended cognition, I believe we can find interesting phenomenological links between the importance of embodiment and presence in the world, and how we can retain such facets of humanity, whilst still taking advantage of our natural abilities to create and adapt to technology and technological items. The conclusion of such, leads to Virtual Reality technology; a relatively new form of technology, which I argue holds qualities which set it apart from other forms of technology—qualities which allow the advancement towards “posthuman”, whilst countering some of the potential downsides of human-technological integration.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Similar content being viewed by others
Notes
- 1.
- 2.
The concept of virtual workplaces and their potential benefits and feasibility is further explored by Virtual Reality researcher Michael Heim in his book Virtual Realism (1998).
- 3.
References
Barchester. 2017. Virtual reality offers respite for bedridden people. https://www.barchester.com/news/virtual-reality-offers-respite-bedridden-people. Accessed 21 Feb 2021
Bavelier, D. 2012. Your brains on action games. TEDx Talk, Lausanne, Switzerland. https://www.rochester.edu/news/video/bavelier-tedx-2012/. Accessed 16 Feb 2021
Carr, N. 2008. Is google making us stupid? The Atlantic. https://www.theatlantic.com/magazine/archive/2008/07/is-google-making-us-stupid/306868/. Accessed 16 Feb 2021
Carr, N. 2010a. The shallows: What the internet is doing to our brains. W.W. Norton, New York.
Carr, N. 2010b. The web shatters focus, rewires brains. Wired. https://www.wired.com/2010/05/ff-nicholas-carr/. Accessed 16 Feb 2021
Chalk, W., and Powell, S. 2020. Animal crossing: Why people play a game about ‘meaningless tasks’ BBC News. https://www.bbc.co.uk/news/newsbeat-52135528. Accessed 25 Feb 2021.
Clark, A. 2004. Natural born cyborgs. Oxford University Press.
Clark, A., and D. Chalmers. 1998. The extended mind. Analysis 58 (1): 7–19.
Clynes, M., and N. Kline. 1960. Cyborgs in space. Astronautics: 26–27
Engelhardt, C., B. Bartholow, G. Kerr, and B. Bushman. 2011. This is your brain on violent video games: Neural desensitization to violence predicts increased aggression following violent video game exposure. Journal of Experimental Social Psychology 47 (5): 1033–1036.
Freeman, D. 2017. Virtual reality in the assessment, understanding and treatment of mental health disorders. Psychological Medicine 47 (14): 2393–2400.
Gershon, J., E. Zimand, M. Pickering, B. Rothbaum, and L. Hodges. 2004. Virtual reality as a distraction for children with cancer. Journal of the American Academy of Child and Adolescent Psychiatry 43 (10): 1243–1249.
Greenfield, S. 2003. Tomorrow’s people: How 21st century technology is changing the way we think and feel. London: Penguin Books.
Greenfield, D. 2007. The addictive properties of internet usage. In Internet addiction: A handbook and guide to evaluation and treatment (Chapter 8)
Heim, M. 1993. The metaphysics of virtual reality. USA: Oxford University Press.
Heim, M. 1998. Virtual realism. USA: Oxford University Press.
Kelly, K. (1994). Out of control (p. 176). Reading, Mass.: Perseus Books
Kennett, T. 2015. Why do we play video games that feel like work? Vice. https://www.vice.com/en/article/4x38aq/why-do-we-play-video-games-that-simulate-work. Accessed 25 Feb 2021.
Laver, K., and B. Lange. 2015. Virtual reality for stroke rehabilitation. Cochrane Database of Systematic Reviews 11 (1).
Magid, L. 2018. Majority of teens say they spend too much time on cellphones. Forbes. https://www.forbes.com/sites/larrymagid/2018/08/22/majority-of-teens-say-they-spend-too-much-time-on-cellphones-and-parents-agree/. Accessed 21 Feb 2021.
Musings of Life Blogspot. 2013. http://musingslif.blogspot.com. Accessed 20 Feb 2021.
O’Connell, M. 2017. To be a machine. London: Granta Books.
Pokemon Go. 2016. Mobile game by Niantic.
Richtel, M. 2003. The lure of data: Is it addictive? The New York Times. https://nyti.ms/2kFaPv1. Accessed 16 Feb 2021.
Richtel, M. 2010. Growing up digital, wired for distraction. NYTIMES.com. https://nyti.ms/2G3SNIZ. Accessed 16 Feb 2021.
Salehan, M. 2013. Social networking on smartphones: When mobile phones become addictive. Computers in Human Behaviour 29 (6): 2632–2639.
Schaubert, V. 2019. My disabled son’s amazing gaming life in the World of Warcraft. BBC News. https://www.bbc.co.uk/news/disability-47064773. Accessed 20 Feb 2021.
Taylor, J. 2012. How technology is changing the way children think and focus. Psychology Today. https://www.psychologytoday.com/us/blog/the-power-prime/201212/how-technology-is-changing-the-way-children-think-and-focus. Accessed 16 Feb 2021.
Vita-More, N. 2013. The transhumanist reader: Classical and contemporary essays on the science, technology, and philosophy of the human future. Chichester: Wiley-Blackwell.
Wallsten, S. 2013. What are we not doing when we’re online. Economic Analysis of the Digital Economy 55–82.
Waytz, A., and K. Gray. 2018. Does online technology make us more or less sociable? Perspectives on Psychological Science 13 (4): 473–491.
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2022 The Author(s), under exclusive license to Springer Nature Switzerland AG
About this chapter
Cite this chapter
Marshall, B. (2022). Evolving the Natural-Born Cyborg. In: Tumilty, E., Battle-Fisher, M. (eds) Transhumanism: Entering an Era of Bodyhacking and Radical Human Modification. The International Library of Bioethics, vol 100. Springer, Cham. https://doi.org/10.1007/978-3-031-14328-1_6
Download citation
DOI: https://doi.org/10.1007/978-3-031-14328-1_6
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-031-14327-4
Online ISBN: 978-3-031-14328-1
eBook Packages: Religion and PhilosophyPhilosophy and Religion (R0)