Tuesday, October 18, 2016

Modeling Reality with Virtual Worlds

Virtual worlds have gained a large following in the past couple years, especially with the release of the game MineCraft and other games similar to it. In the reading, "After Second Life, Can Virtual Worlds Get a Reboot?" by Diane Mehta, MineCraft is a popular game for children, especially for children the ages of 5-15 because they are able to explore the virtual world in the game and meet people with similar interests from all over the world in the convenience of their own home. Apparently, within the virtual world, it is easier for them to communicate and express themselves without the supervision of their parents which makes it all the more appealing. In this specific example, MineCraft allows for social connection, entertainment and learning for these adolescents. On the other hand, the drawbacks of utilizing these games/tools for the virtual world can foster an unrealistic expectation of communication and interaction in the real world, and also lead to the lack of interpersonal skills due to the reliance of the internet. Nowadays, we find more and more kids stuffed inside room and in their house, rather than enjoying nature and experiencing the real life situations/feelings that have been replaced by the virtual world.

Children are not the only ones intrigued by virtual worlds, as adults have many uses for them as well. For instance, there are machines used to recreate real-life situations to help PTSD survivors battle their fears as well as other re-enactments. Virtual worlds have the potential to create drastic changes in one's mindset and lives, and even help with one's self esteem. In the article, "No Budget, No Boundaries: It's the Real You" by Ruth La Ferla, the virtual world on sites such as There.com or SecondLife.com, allows for real life people to live out their dreams in the virtual world. As virtual things are inexpensive in the virtual world, many people can buy the things they've always wanted or live in the environment they hoped to--gaining not only entertainment from the sites but also happiness. Of course, the drawbacks are similar to those mentioned above, as the virtual world may lead to unrealistic expectations and when these expectations are not met--it may be dangerous for the people who do not know how to cope with reality. As much as the virtual world promotes creativity and imagination, it can have the opposite effect if used poorly. However, I do believe that virtual worlds can offer peace and happiness to those who are unable to find it the real world, but can also serve as another form of entertainment, comfort and relief. The future of virtual world is bright.

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