Wednesday, October 13, 2010

Modeling Reality with Virtual Worlds

Virtual worlds are used widely in both personal life and in businesses. For personal reasons, virtual worlds have been used in online gaming, socializing, or just "living". Also, in the current economic crisis, corporations are all finding ways to cut down cost. As a growing technology, virtual worlds, are another way that individuals can be brought together for conferences and seminars without actually having to be there. Featured in Mark Tutton's article, "According to Linden Lab, creators of Second Life, more than 1,400 organizations--including large companies, educational institutions, government agencies and even the U.S. military--use Second Life to hold meetings, conduct training and prototype new technologies more efficiently."

As with other new media technologies, virtual worlds limit the face to face interation, which can potentially become harmful to humans. In "Going to the virtual office in Second Life," "Kahai says that lack of human contact can also lead to feelings of isolation." He then goes on to say "that virtual worlds such as Second Life can help by recreating the water-cooler experience." By this he is referring to the idea that virtual worlds should create a place for "ad-hoc" conversations where co-workers discuss other things that would have at a conventional workplace.

In addition, virtual worlds foster creativity because anything is possible. In reality, people have limitations on what they can do and create, however on the web, you are free to create and be whatever person you want to be. As mentioned by Ruth La Fela, avatars are not bound by real-life contraints. “It’s the newest manifestation of how people live vicariously: if I can’t afford a Bentley, my avatar can.”

In Ruth La Ferla's NY Times article, Dam Jansen states “A year or two ago virtual goods were a quirky little corner of the online world. Now it’s mainstream.” This is certainly true, and I doubt it is the end of virtual worlds. Could virtual worlds be the new spin on regular social networking sites as we know today? I think so! As time progresses, I am sure the regular 2D sites such as Facebook will become a thing of the pass, and social networking will have a 3D twist where users will be able to connect on a more interactive level.

Sources:
Going to the Virtual Office in Second Life, CNN.com: Nov 5, 2009 http://www.cnn.com/2009/BUSINESS/11/05/second.life.virtual.collaboration/index.html

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

No comments:

Post a Comment