Your next essay:
Considering the degree to which virtual realities and simulations have become a part of your daily life, and considering the ideas put forth in “Super-Toys,” “I CAN SPEAK®” and “The Age of Simulation,” do you believe that the developments in science and technology of the last few years are mostly positive or negative (or some of both)? Take into consideration the ratio of utility to entertainment in the functions of the various gadgets, games, appliances, household products, food and music that you own and use regularly. How many of these products are meaningful to you?
Below is a video discussing the concept of the "uncanny valley," which is directly related to the story we read, linked below the video.
Super-Toys Last All Summer Long, by Brian Aldiss (also in your book p665)
Refer also to the handouts "The Age of Simulation" by Jeremy Rifkin, and "I CAN SPEAK" by George Saunders.
Some additional things to consider: robots, mechanized assembly lines, cell phones, facebook, computer/video games (especially the online multi-player variety), films, television, coca-cola, Las Vegas, Disney World, and fast food.