Monday, March 23, 2015

Virtual Worlds

Virtual worlds can be used to create a "second life" where you can have the freedom to do anything you want without real-life consequences.  For example, Itzkoff's NYT article "I've Been in That Club, Just Not in Real Life" explains how MTV recreates a virtual version of the Lower East Side in an effort to bring "consumers and curiosity seekers" into their sphere of influence.  Virtual worlds are used in many games, such as "The Sims" and "World of Warcraft."  They can also be used for educational and research purposes.  The "virtual classroom" allows students to interact with each other and try new things in a safe environment.  According to Jacki Morie ("After Second Life, Can Virtual Worlds Get a Reboot?"), Minecraft is a game with a virtual world that provides kids with space to exercise their imagination and connect with other like-minded individuals.  A key advantage of virtual worlds would be the interaction and connection people feel that would help counter isolation and loneliness.  Morie also designed a virtual healing space for returning soldiers to help cope with psychological problems and stress.  Cons of being involved in a virtual world would include cyber-bullying. sexual harassment, and fraud.  People in virtual worlds could say or do whatever they want without feeling guilt and responsibility in this anonymous environment.  It is hard to trust what someone is saying without having ever met them in person and often times people get tricked or misled in these virtual worlds.  Virtual worlds foster creativity by creating an atmosphere where people could use their avatars to do anything they want within the limits produced in the virtual world.  People can take bigger risks since consequences in a virtual world do not affect real life.  In the future, virtual worlds would come to dominate social aspects of our lives.  People would shift more of their focus to these virtual worlds because of the realistic feel that future technology would provide.  Reality would be more of an afterthought and people's "actual" lives would deteriorate.

1 comment:

  1. I agree that people tend to take bigger risks in virtual worlds. The risk reward ratio is only enacted if you choose to continue the game/virtual world no matter what, even if you lose out. You always have the option to stop and not care about it anymore, eliminating the risk.

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