Virtual reality in fiction

Virtual reality in fiction describes fictional representations of the technological concept of virtual reality.
Different forms of reality.
According to "Business Horizons", there are multiple forms of reality, most of which are used in an abstract sense and can be divided into three distinct categories, real constructs, virtual constructs and possible constructs. Real constructs refer to physical, tangible objects, (i.e. books, pencil, dog). Virtual constructs are of a digital existence but are undoubtedly real and have the capability to be interacted with; (i.e. computer programs, virtual assistants, digital currency). Possible constructs are unique, since they possess the aspect that they do not exist, yet, in any forms of reality; (i.e. philosophy, metaphysics, ideas).
Separation and subdivisions.
There are several different forms of virtual reality seen in works of fiction, some of which are listed below:
Fiction.
Many science fiction books and films have imagined characters being "trapped in virtual reality" or entering into virtual reality. Laurence Manning's 1933 series of short stories, "The Man Who Awoke"—later a novel—describes a time when people ask to be connected to a machine that replaces all their senses with electrical impulses and, thus, live a virtual life chosen by them ("à la" "The Matrix", but voluntary, not imposed). A comprehensive and specific fictional model for virtual reality was published in 1935 in the short story "Pygmalion's Spectacles" by Stanley G. Weinbaum. Other science fiction books have promoted the idea of virtual reality as a partial, but not total, substitution for the misery of reality, or have touted it as a method for creating virtual worlds in which one may escape from Earth. Stanisław Lem's 1961 story "I ( Corcoran)", translated in English as "Further Reminiscences of Ijon Tichy I", dealt with a scientist who created a number of computer-simulated people living in a virtual world. Lem further explored the implications of what he termed "phantomatics" in his nonfictional 1964 treatise "Summa Technologiae".
A number of other popular fictional works use the concept of virtual reality. These include William Gibson's 1984 "Neuromancer", which defined the concept of cyberspace, and his 1994 "Virtual Light", where a presentation viewable in VR-like goggles was the MacGuffin. Other examples are Neal Stephenson's "Snow Crash", in which he made extensive reference to the term avatar to describe one's representation in a virtual world, and Rudy Rucker's "The Hacker and the Ants", in which a programmer uses VR for robot design and testing. The "Otherland" series of 4 novels by Tad Williams, published from 1996 to 2001 and set in the 2070s, shows a world where the Internet has become accessible via virtual reality. Virtual reality stories based upon video games have also become popular in recent years, such as the 2011 novel "Ready Player One" by Ernest Cline, which is about a virtual reality system called the OASIS that people use to escape from the grim reality of a dying Earth in 2045. Other recent example include Conor Kostick's 2004 children's novel "Epic" and Louis Bulaong's 2020 sci-fi book "Escapist Dream".
Film.
The concept of virtual reality was popularized in mass media by movies such as "Tron" (1982)"," "Brainstorm" (1983), and "The Lawnmower Man" (1993). The ".hack" multimedia franchise is based on a virtual reality MMORPG dubbed "The World". The French animated series "Code Lyoko" is based on the virtual world of "Lyoko" and the Internet.