Tuesday, March 16, 2010

Modeling Reality with Virtual Worlds

In virtual worlds, people are not limited to boundaries just as they are in real life.

For many users, they use the virtual worlds to do the things they can't do in real life. For example, someone with multiple sclerosis who has a mobility disability, may use Second Life (popular virtual world game) to simply feel enjoyment from being able to walk, swim, dance, or fly in the game. Many users also create an avatar in these virtual worlds to pursue the dreams they couldn't achieve in real life. Achieving your dreams and goals in virtual worlds is much easier than it is in reality because there are less budget constraints and you can create your avatar to be ideal for your specific dream. For example if you wanted to be a NBA player, you can make yourself tall and athletic. If you wanted to own a business, it's also much easier because budget is might tighter in real life than in these games. Virtual worlds can also be used for business purposes. According to Mark Tutton of CNN, "Second Life Enterprise is designed to let businesses hold virtual gatherings". Mark also quotes Linden Lab, stating that more than 1400 organizations use Second Life use Second Life to hold meetings, conduct training and prototype new technologies more efficiently. These are ways these virtual worlds foster creativity.

Advantages of virtual worlds are plenty. The main advantage to virtual worlds I would say is its ability to fill our need for achieving esteem. I believe this is the main reason people play and also the most they take away from it. Users play to feel confident, achievement, and respect by others. On a more microscopic scale, in the virtual world you can feel good about how you look (physically) whereas in real life you may be judged based on your appearance. Many times it's not our fault how we look in real life because we were born that way. Or how much money we were inherited into. In real life goes the saying, "play the hand you're dealt". Well in virtual world games, you create the "hand" you want.

With the good comes the bad. Although virtual worlds may be cheaper than real life, you may end up spending more than you had hoped. According to Ruth La Ferla of NY Times
"About 70,000 Therebucks on There.com, or 10,000 Lindens in Second Life, each about $40, can buy a choice of simulated wares, from several pairs of thigh-high boots to a plot of land"


Even though the conversion rate is cheap, people may be addicted to these virtual worlds and may fall into conspicuous consumption. In the NY Times article above, I also read that many users have a wardrobe of up to 40,000 items. On a side note, the virtual world industry has generated $1 billion to $2 billion in revenue. Spending also increased during the recession making it “a recession-tolerant economy”.

One aspect virtual worlds may get into is education. Online classes have been a success so why not have virtual universities where you can obtain a diploma? Another way virtual worlds may enhance in the future is the idea of Surrogates


Cite

Tutton, Mark, "Going To The Virtual Office in Second Life", CNN, November 9, 2009
http://www.cnn.com/2009/BUSINESS/11/05/second.life.virtual.collaboration/index.html

La Ferla, Ruth, "No Budget, No Boundaries: It’s the Real You", NY TIMES, October 21, 2009
http://www.nytimes.com/2009/10/22/fashion/22Avatar.html?pagewanted=1

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