Tuesday, March 24, 2015

Modeling Reality with Virtual Worlds

A virtual world is a computer-based simulated environment. In a virtual world, you are given the opportunity to use a unique avatar or character to communicate with others who are also logged in to the same virtual world. Virtual worlds are mainly used for gaming but can also be used for business operations or escaping reality. For example, in "I've Been in That Club, Just Not in Real Life," Dave was able to live in a world he enjoyed. He was able to visit his own neighborhood without actually stepping a foot out of his door. He enjoyed his time more at the club virtually rather than actually physically in person.

There are both pros and cons to a virtual world. The pros of a virtual world would be having the ability to do what you can't in real life, simple communication, and being able to enjoy a world you don't really live in. The cons would include online harassment  because of the anonymity and not being able to come back to reality. Many people hide behind computers and attack others verbally without having to face any consequences. These people are sometimes known as "keyboard warriors."

Virtual worlds foster creativity by allowing people to do what they can't in real life. It also allows people to collaboratively work together to create an ideal world to live in. In "Going to the Virtual Office in Second Life," companies like IBM were able to create a world to share and communicate ideas a lot more easily and convenient. They were able to meet virtually, cutting travel costs and possible security breaches.

Virtual worlds seem to only be improving. In many virtual gaming worlds, people already sell their virtual items for actual money which shows that people can actually make a living off this. As technology grows, virtual worlds will continue to grow with it.

"I've Been In That Club, Just Not In Real Life" by Dave Itzkoff, NY Times, January 5 2008, http://www.nytimes.com/2008/01/06/arts/television/06itzk.html?_r=0

"Going to the Virtual Office in Second Life" by Mark Tutton, CNN, November 9, 2009,
http://www.cnn.com/2009/BUSINESS/11/05/second.life.virtual.collaboration/index.html

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