“For this reason, Cioffi, de la Peña, and other VR designers have realized the necessity of providing interactive capabilities in virtual experiences. At the very least, de la Peña has suggested, after exiting a simulation, viewers should be given information about how to assist in a crisis they’ve witnessed, a sort of post facto interaction. Even better, they might be given the ability to act or make choices within the simulation. Best of all, they might communicate in real time with others in virtual space. Unlike the photography or television of Sontag’s era, VR allows the deconstruction of the one-way observer model. Throughout his book, Lanier argues that VR’s most important implementation is in shared, social experience—not transporting “us” into “their” reality, but co-constructing a new consensus reality in virtual space. Embodied experience, says Cioffi, should “not just be about how I have more empathy for you. And it’s not just about how I better understand me. It’s that I genuinely believe there’s a we.”