Monday, March 23, 2015

Modeling Reality with Virtual Worlds

Virtual worlds have slowly made their way into our lives, and with new technology, virtual worlds are poised to rise even higher in popularity.

Back then, the most famous virtual "world" was probably the game "Second Life", which allowed users to create avatars and dive into a customizable world.

However, virtual worlds have evolved in many ways and there are many uses that have been experimented with, and even more that haven't yet been developed.

The first aspect of virtual worlds is connectivity - it allows users from all over the world to connect and interact in a digital environment. This is an incredible thing, especially when it comes to learning and, surprisingly, children. Before virtual worlds were a thing, kids would play and learn with other kids on their block (Mehta, 2013). However, with the advent of these virtual worlds, kids can, and have been taking full advantage - they can connect, interact, learn, and most importantly, foster curiosity and explore. For example, it's not unlikely that not too far down the line kids can take a journey to Antarctica, the Amazon, any number of areas through virtual reality, and see and interact, and learn. This definitely beats reading a book.

Virtual worlds can also help with a number of social and developmental issues. For example, David Savill, whom has Asperger's Syndrome, created a virtual world he calls "Naughty Auties", where it is meant both as an information center and a relaxing environment, with the intention of coaxing users out of their "comfort zone" and get them to interact with others. This is therapeutic in a way, as the user is at home, in their own space, but they have the option to give it a try, in a virtual setting. It is well known that many with autism suffer from poor social skills - so this can give them a better chance of overcoming that issue. (Saidi, 2008)

However, virtual worlds are not always a good thing. There are various issues that can crop up with it. For example, since virtual worlds are online, anonymity comes along with it, and that can present dangerous situations. For example, for a game meant for kids it can be hard to verify user's age, and there is the ever present danger of online predatory activity.

In addition, cyberbullying has always been an issue, and can be traumatic, especially in a virtual world. Imagine a child that is bullied in real life uses virtual worlds as his escape - only to be bullied in the digital space as well.

Lastly, there is the danger of addiction. Online gaming addiction is a very real thing, and I believe virtual worlds may contribute to it. The more life-like and real it gets, the harder it may be for a user to break away from a virtual world. I can easily see health issues arise as a result, and maybe even mental issues.

Overall, virtual worlds can promote creativity to new levels. The ability to create, control, and modify a digital space to your liking, and promote connectivity can offer unparalleled communication. There are so many uses for it, and with VR technology improving vastly, with headsets like the Oculus Rift in development, I think virtual worlds will someday be a vital part of our lives.

Mehta, Diane. "After Second Life, Can Virtual Worlds Get a Reboot?" Forbes. Forbes Magazine, 30 Apr. 2013. Web. 23 Mar. 2015. <http://www.forbes.com/sites/dianemehta/2013/04/30/after-second-life-can-virtual-worlds-get-a-reboot/>.

Saidi, Nicole. "IReport: 'Naughty Auties' Battle Autism with Virtual Interaction." CNN. Cable News Network, 28 Mar. 2008. Web. 23 Mar. 2015. <http://www.cnn.com/2008/HEALTH/conditions/03/28/sl.autism.irpt/index.html#cnnSTCText>.

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