Sunday, March 22, 2015

Modeling Reality with Virtual Worlds

Virtual Worlds are communities that represent the real world, but in a simpler way. Users create avatars or characters where they move around in the game, carrying out everyday activities. Users become the person they are online and not the person they are in real life. Because of this virtual worlds bring both pros and cons to its users.

For pros, virtual worlds create opportunists and possibilities that are not present in the real world for certain people. As mentioned in the " 'Naughty Auties' battle Autism with virtual interaction",, virtual worlds allow for people with Autism to foster their social skills by interacting with others in chat rooms. They are able to express themselves and meet people. In real life, it is not easy to do this, but with virtual worlds social communication becomes easier ( cnn.com).

The ability to create and immerse yourself in a avatar also brings negative effects to the user. According to the article, "Virtual World may impact real-world behavior", the way we represent ourselves in the virtual world can affect how we behave towards other in the real world. Users who played villain roles in the video game would appear to be more violent in real life (health24.com). Virtual worlds acts as a model for a lot of people and because they are so immersed into a game, they can bring their character into real life. At the end, the virtual world and real world are two different things, so bringing the virtual world into reality can cause problems.

This is also why virtual worlds foster creativity. Inside a game, we are able to observe and explore the countless opportunities in a game. You use your creativity to decide what to do inside a game. You can choose to walk left, run or fly. It is up to our creativity. Creators of the virtual world are also using their creativity in creating this environment.

I believe that virtual worlds will continue to be popular among people of all ages. It allows us to do so much and without virtual world's we will lose a source of entertainment and creativity. I think it will continue to grow and we will be able to do much more in the virtual world.

References:
Itzkoff, Dave. "I’ve Been in That Club, Just Not in Real Life." 
                  The New York Times. The New York Times, 05 Jan. 2008. 
                  Web. 19 Mar. 2015. 
                 <http://www.nytimes.com/2008/01/06/arts/television/06itzk.html>.                                    

"Virtual World May Impact Real World Behaviour." Health24. N.p., 10 Feb. 2014. Web. 22 Mar. 2015. <http://www.health24.com/Mental-Health/News/Virtual-world-may-impact-real-world-behaviour-20140210>.

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