Tuesday, March 24, 2015

Virtual Worlds

Virtual Worlds, supported by the Second Life Phenomenon, has presented itself as a viable alternative to not just kids, ages 5-15, but also to adults. It has proved to be a platform that not only fosters creativity, but a sense of togetherness as well. Minecraft, as well as World of Warcraft, are two very popular virtual worlds. In Minecraft, which is practically a "digital LEGOs", kids are provided a "space to exercise their imagination and to connect with others to also want to build and create things". According to Forbes, "Virtual worlds can give us social connectivity, built-in support groups, and ways to avoid ever being alone again." In today's society, where people feel more and more alone despite an increasing population, having that sense of togetherness and connectivity is highly important. Virtual Worlds are important for kids, especially, as it is probably the only place where they can play without parental supervision in today's society. Other pros include that in time, companies will be able to make monetary gains from these Virtual Worlds, but perhaps that is only a pro if you look at it from the perspective of the company.
Virtual Worlds do have negatives as well. The communities are self-policing, which means that if participants see behavior that would indicate proposed real-world threats, it would be up to them to report it. That could be very dangerous, especially in the increasingly technical and digital age, where so much information can be stolen and crime committed without physically doing it. It can be used to potentially launder money, be unsafe for kids, or impose certain values or beliefs on others.
In the future, Virtual Worlds will be far more accessible. You might not need it for your computer or video game system. It will be available via cell phone, on other words, in free time, many more users will be participating in the Virtual World. Unfortunately, that could lead to the "Second Life" phenomenon becoming people's actual life. The dangers of technology!


http://www.forbes.com/sites/dianemehta/2013/04/30/after-second-life-can-virtual-worlds-get-a-reboot/
http://www.washingtonpost.com/wp-dyn/content/story/2008/04/01/ST2008040103032.html

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