Modeling Reality with Virtual Worlds

 A virtual world, which is a computer simulated environment that bridges community and creativity, can be used for various purposes such as gaming, education, creation of prototypes, training programs, social reasons and meetings. 

One of the advantages of the virtual world is that it enables the users to create an alter ego that can communicate and form relationships with other users regardless of their location. In addition, virtual worlds allow users to experience different things for the first time. Another advantage is that within a virtual world, users are able to fulfill their desires or fantasies that may not be possible in reality. As the article “No Budget, No Boundaries: It’s the Real You” by Ruth La Ferla describes the experience of Mandy Cocke’s alter ego Vixie Rayna shopping luxury items in her simulated world as she faces a recession in reality. The article states Ms. Rayna, an avatar on Second Life, and her free-spending cohort can quaff Champagne, teleport to private islands and splurge on luxury brands that are the cyber equivalent of Prada waders or a Rolex watch. Real-world consumers may have snapped shut their wallets.” This shows how the virtual world allows users limitless opportunities where they have a sense of control, which they might not necessarily have in real life. Virtual worlds can serve as an outlet for people to escape reality and de-stress.

 

Additionally, virtual worlds help to create a “comfort zone” for those who feel uncomfortable or shy socializing in the real world. The article “iReport: 'Naughty Auties' battle autism with virtual interaction” by Nicole Saidi highlights a virtual resource center for those who have Autism. The benefit of using the Naught Auties reality platform, as stated in the article,“is that visitors can practice social interaction and find information about the condition. The graphical representations of real people create a "comfort zone" that can coax users out of their shells and get them communicating with others.” By the nature of how virtual worlds function, anyone who has a disability or has social anxiety can take the first step in connecting with others without feeling incredibly uncomfortable. 


A disadvantage of the virtual worlds is that users are susceptible to deception. There is a possibility that users feel deceived if the alter egos presented in these simulated environments does not articulate with reality. Another disadvantage is that users might become so immersed into the virtual world that they seem to disregard reality. This can result in cognitive dissonance for the user. Despite the amazing opportunities that virtual worlds present, it cannot offer the same feeling that a face-to-face conversation or actually visiting a place in real life.


Virtual worlds foster creativity because it allows the users to have autonomy in how their alter egos look, dress, and live. Each user is able to come up with unique set combinations that represent the vision they had in their minds. There are an endless amount of possibilities as to what a user can do on virtual worlds. 


In terms of the future of virtual worlds, it is possible that these become an integral part of virtual communication and collaboration while having a unique way to still have “human interaction” in the form of alter egos. Virtual worlds have the potential to be incorporated into business practices, personal meetings, educational purposes and even into campus life.


Work Cited:


  1. No Budget, No Boundaries: It’s the Real You by RUTH LA FERLA, the New York Times, Oct 22, 2009 p. E1. Available at:http://www.nytimes.com/2009/10/22/fashion/22Avatar.html 

  2. iReport: 'Naughty Auties' battle autism with virtual interaction by Nicole Saidi, CNN, March 28, 2008. available from:http://www.cnn.com/2008/HEALTH/conditions/03/28/sl.autism.irpt/index.html#cnnSTCText

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