Modeling Reality with Virtual Worlds

Virtual worlds are computer-based simulated environments, in which users can explore another dimension. As stated in the article "After Second Life, Can Virtual Worlds Get a Reboot?", we can use virtual worlds in "education, in delivery services, or as an advanced form of telehealthcare....Virtual worlds can give us social connectivity, built-in support groups, and ways to avoid ever being alone again." Virtual worlds could act as a place of training, where soldiers and healthcare providers are given situations, similar to real-life experiences, to solve/work with. As they are able to experience a variety of possible situations, if the event does come up in real life, they can be prepared, both mentally and physically. Due to the web's role in society, more people become users of virtual world. There, they can utilize their creativity to create worlds and relationships with other users. Per the article "I've Been in That Club, Just Not in Real Life", users can do things in the virtual world that they might not do in real life. Virtual worlds could hold an individual's "real self" that he/she might not want to represent in the real world. In the virtual world, they can become heroes, villains, princesses, princes, and just about anything they wish. Virtual worlds allow for individuals to experience life outside of "real life"; a shy person could become an outgoing person. In the future, I expect there to be a great influx of virtual world users. Additionally, creators will only go beyond what they have reached now, having more realistic graphics and better content.

However, as with everything else, there are always downfalls. As stated in the article "Virtual world may impact real-world behavior", events occurring in the virtual worlds can influence how an individual reacts in the real world. How a child behaves is a reflection to how he/she was raised in the household and what he/she experiences on a constant basis. Similarly, if a user is constantly exposed to virtual worlds with violence, he/she may exhibit more violent behavior in real life. He/she may perceive crime and justice to have no other solution other than killing and harming. Virtual worlds pertaining to violence, should be aware that the content exhibited has a great influence to users who are vulnerable to being easily triggered and affected.

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