Wednesday, March 23, 2011

Modeling Reality with Virtual Worlds

What are different ways these virtual worlds can be used? What are the pros and cons? Be specific. How do virtual worlds foster creativity? What do you think the future of virtual worlds will look like?

I knew things like Second Life existed, but I always assumed they were just online versions of the Sims games. They're really much more than that. There are many different ways virtual worlds can be used. The article "iReport: 'Naughty Auties' battle autism with virtual interaction" is one example of how virtual worlds can be used. In this article is discusses how a young man with autism used Second Life to interact with others. So this means that virtual worlds can be used to help foster communication skills for those who are socially inept or those who have something like autism. Virtual worlds can also be a place for ordinary people to interact. In the article "I've been in that club, just not in real life," by David Itzkoff, it talks about the virtual world VLES or virtual lower east side. This is virtual world that depicts the lower east side of new york. This virtual world connects people living in the lower east side and others. An individual who uses VLES describes how they were at a bar about to watch a concert when the crowd and smells in the atmosphere ruined it for her, so: "I walked a few blocks to my apartment on Avenue A, turned on my computer, directed a small, pixelated representation of myself to enter a small, pixelated representation of Cake Shop, and rejoined the show." Or virtual worlds can be used to connect individuals in an organization like at IBM.

A "pro" of virtual organizations is like that discusses in the article about the Chelsea. Although in real life the building was renovated and changed around, destroying its history, in the virtual world it was recreated and given back its significance. This is also an example of how virtual worlds foster creativity. A single man created this from his own passion and love of the Chelsea. Another "pro" is helping out those who having socializing with others. It enables them to communicate from their own home in which they are more comfortable.
A "con" of virtual organizations is the exploitation of the consumer. In the toy industry, organizations like Ganz sell products that have codes in which people can redeem for online goods in the organizations virtual world. They sell $9 things of lip-gloss and other accessories. These are really unnecessary items that the customer is suckered into buying in order to have the coolest avatar in their virtual world.
I think the future of virtual worlds will be ten times more popular than it is today. There is still a stereotype of being on the computer all the time and being labeled a "nerd." I believe this perception will change as more and more people begin to accept virtual worlds. 

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