Hollow pursuits

In so many ways the vision of the future imagined in the Star Trek universe seems painfully distant. Perhaps, the closest the show has come to anticipating the world as it is today, however, can be found in its depiction of the holodeck as the crew’s primary space for leisure. This article focuses...

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Main Author: Matthew Leggatt
Format: Article
Language:English
Published: Septentrio Academic Publishing 2025-06-01
Series:Eludamos
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Online Access:https://septentrio.uit.no/index.php/eludamos/article/view/7846
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author Matthew Leggatt
author_facet Matthew Leggatt
author_sort Matthew Leggatt
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description In so many ways the vision of the future imagined in the Star Trek universe seems painfully distant. Perhaps, the closest the show has come to anticipating the world as it is today, however, can be found in its depiction of the holodeck as the crew’s primary space for leisure. This article focuses on episode 21, season 3 of Star Trek: The Next Generation, ‘Hollow Pursuits’, in which we meet Reginald Barclay, a nervous engineer who becomes addicted to the ship’s virtual reality simulator. Taking its cue from Janet Murray’s book, Hamlet on the Holodeck, writing on the Enterprise’s leisure technology has tended to explore the holodeck’s role as a theatrical story-telling device. However, in ‘Hollow Pursuits’, I argue, Barclay’s use of the software resonates far more with its closest comparator today: virtual reality videogaming. For Barclay the holodeck blurs the line between the virtual world and reality in ways that make other crew members uncomfortable. In doing so, as this paper demonstrates, it also reveals flaws in The Next Generation’s utopia particularly in relation to desire, addiction, therapy, and ‘play’.
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spelling doaj-art-a4e4d5a6a86a4f1c9f47933cb27004c62025-08-20T03:32:11ZengSeptentrio Academic PublishingEludamos1866-61242025-06-0116110.7557/23.7846Hollow pursuitsMatthew Leggatt0https://orcid.org/0000-0003-2663-1807University of Winchester In so many ways the vision of the future imagined in the Star Trek universe seems painfully distant. Perhaps, the closest the show has come to anticipating the world as it is today, however, can be found in its depiction of the holodeck as the crew’s primary space for leisure. This article focuses on episode 21, season 3 of Star Trek: The Next Generation, ‘Hollow Pursuits’, in which we meet Reginald Barclay, a nervous engineer who becomes addicted to the ship’s virtual reality simulator. Taking its cue from Janet Murray’s book, Hamlet on the Holodeck, writing on the Enterprise’s leisure technology has tended to explore the holodeck’s role as a theatrical story-telling device. However, in ‘Hollow Pursuits’, I argue, Barclay’s use of the software resonates far more with its closest comparator today: virtual reality videogaming. For Barclay the holodeck blurs the line between the virtual world and reality in ways that make other crew members uncomfortable. In doing so, as this paper demonstrates, it also reveals flaws in The Next Generation’s utopia particularly in relation to desire, addiction, therapy, and ‘play’. https://septentrio.uit.no/index.php/eludamos/article/view/7846holodeckvirtual realityStar TrekThe Next GenerationAIvideogames
spellingShingle Matthew Leggatt
Hollow pursuits
Eludamos
holodeck
virtual reality
Star Trek
The Next Generation
AI
videogames
title Hollow pursuits
title_full Hollow pursuits
title_fullStr Hollow pursuits
title_full_unstemmed Hollow pursuits
title_short Hollow pursuits
title_sort hollow pursuits
topic holodeck
virtual reality
Star Trek
The Next Generation
AI
videogames
url https://septentrio.uit.no/index.php/eludamos/article/view/7846
work_keys_str_mv AT matthewleggatt hollowpursuits