The central question of "What do you really want?", as posed by the system itself, is examined at three levels:
First, if immersion is a desirable state, is it to be achieved by overwhelming every sense? VR supposedly does so and tries to leave no room for distraction. Or should one pursue immersion through the mental capacity of entering a 'flow' state or even meditation, thus reducing external stimuli?
Second, adaptive digital environments cater our psychological structures and needs ever better. These systems have reached a point - such as a game automatically adjusting its difficulty to the player - where they represent a more wantable life than our society can offer for many.
Third, digital recommendation systems claim to 'know' what you want through technological means of data-observation. VR is inherently based on tracking. This data in combination with statistical tools is used to create a questionable 'understanding' of us.
These approaches are contrasted in the three parts of the experience. In the end the question maybe isn’t what you want, but what 'wanting' means in the age of surveillance capitalism and adaptive virtual environments.