Modeling Reality with Virtual Worlds
Imagine working a 9-5, eating your usual 12:30 lunch and
attending a 3 o’clock meeting with the marketing department all from the
comfort of your home. Well, take a gander! As companies grow with eagerness to
please employees, work-life balance seems to be one of the more popular
privileges. But maybe a mother struggling with newborn babies isn’t truly ready
to leave them to commute to the office doing a 9-5… that’s where the virtual
worlds come to play. That mother could be feeding her kid in one hand, and
attend an important conference with the other. To paint a real picture of this
occurrence, CNN’s Mark Tutton published an article called “Going to the virtual
office in Second Life” where he discusses the implications of digitizing the
modern brick-and-mortar office. He notes, “Virtual community Second Life is
seeing to tap into that market by creating a new tool that allows businesses to
have virtual meetings on their own computer networks”. And this is just one of the many ways virtual
worlds provide use for us. We have the ability to bring this technology to
classrooms and recreate the classroom experience from the internship, or even
on commute to your second job. It provides an outlet for shy students to
present themselves the opportunity to participate with a character just like
them. Shy people in general will have the ability to socialize through
characters and perhaps develop friendships or a “second life” on the Internet
as they wish to. Of course, virtual worlds can provide the location and convenience
of anywhere, any time – but of course, even with its endless social networking,
there are cons.
As with anything that has trouble being regulated on the
Internet, the exposure to risky users, hackers and criminals is nothing short
in this situation. While chief executive of Second Life, Philip Rosedale,
argues that there is there no evidence backing up these dangers, Representative
Edward K. Markey had a few questions. The Washington Post published an article
exhibiting these inquiries, “Could Second Life be used as a place to launder
money? Are children safe in online worlds? Are there churches? Are you making
any money?” (The Washington Post). And this does hold some thought… how are we
so sure that nothing is going on in these virtual worlds? After all, your
identity could be falsified. As with any platform involving social networks,
it’s safe to say that it is not foolproof to assume that nothing goes on in
these virtual worlds.
However, it’s safe to say that the creativity that sparks in
these virtual communities is endless. Because it provides zones of belonging, users
are a lot less shy to be themselves or provide a persona that may not exist
prior to the community. With this comes content. People can become inspired to
write stories about what they see or experience; in addition, users might feel at
ease discussing ideas because they don’t have to put a face to a purpose. And
as these audiences grow, the power of technology will allow virtual worlds to
extend beyond the 3D simulations. Virtual reality is already available to the
public, and as we implement social platforms and networks on these headsets,
virtual worlds will intensify these connections. The future is bright for
virtual worlds.
While virtual reality has no doubt helped us to do things easier and more effcient, we must also ensure the integrity of monetary transaction in those setting. Great point .
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