Modeling Reality With Virtual Worlds

If you could start over fresh in a completely new world with new friends, new places, new lands, and new opportunities, would you?  Sound like a fantasy? Nope. Not at all.

Well you can do all of that with a computer and internet connection.  Its called a virtual universe and millions are living a different life, online.

According to Ruth La Ferla in the article “No Budget. No Boundaries: Its the Real You”, these virtual universes are limited less:

“In most virtual worlds, memberships are free, but players trade real money for virtual currencies, used to buy products, save up in an account or eventually redeem for real money. 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.”

This poses the question: Why are Virtual Worlds even being used?

Well there are many reasons for virtual worlds. The most predominately is for personal engagement. Millions of people find enjoyment in playing a life-simulated game that allows the users determine what kind of life they will play in the game. But for others, virtual worlds can provide employee training or exercises for those coping with social anxiety.

For IBM, a computer hardware and software company, virtual worlds such as SecondLife.com are helping employes know each other during orientation process.  IMB, which employes individuals from around the globe, is using this creative approach for employee interaction and business cultivation.   In the article “IBM Learning Programs Get a ‘Second Life'”, Vice President of learning states, “The idea is to expedite orientation, as well as improve mentoring relationships. ‘New IBM employees separated by thousands of miles will be able to mingle, interact and share ideas in the virtual world before their first day on the job,’ Ted Hoff, IBM vice president of learning, said in a statement. ‘They can learn real-life working skills such as signing up for benefits, developing code as part of a global team, and ramping up sales skills before they meet with IBM clients.’”

However, for millions others suffering from social anxiety related disorders, virtual worlds can be a place where socialization can actually occur. It can be a place for support for individuals with autism, ashbergers, and other disorders. In the CNN Article by Nicole Saidi “‘Naughty Auties’ Battle Austim with Virtual Interaction,” explains that these virtual worlds can be comforting for someone dealing socialization. The graphical representations of real people create a “comfort zone” that can coax users out of their shells and get them communicating with others. You’re on your own computer, in your own room, your own space.

Virtual worlds aren’t all fine and dandy however. The US Congress recently explored virtual worlds and their potential danger.  What works in a face-to-face environment doesn’t mean it necessarily works in a virtual environment situtations. Virtual worlds do not share real-life cultures and users cannot gage some situations from those perspectives.  What results could be physical harm to a user. The US Congress also had concerns for children using the site and the dangers for child internet abuse, money laundering, and fraudulent crimes.  All of these situations are negatives when dealing with virtual worlds.

Though, virtual worlds can provide a way to social interaction in the future.  Could you imagine companies using a virtual interaction platform for their employers instead of renting office space? As technology gets increasingly better traveling could be substituted with virtual world experiences.

The future of virtual universes are endless, but its important to understand that its not real life. You’re avatar is not you.

 

 

About Jimmy G.

Currently a junior year Finance major at Baruch College. Music lover, foodie, car guy, techie, overall tough critic and pure NYer.
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