Thursday, March 18, 2010

Modeling Reality with Virtual Worlds


            Virtual worlds are used to “let online users construct settings and hang out in them, using video game-like characters called avatars,” according to the article “In Room 100, It’s Sid and Nancy All Over Again.”  These worlds can be useful for meeting new people, and expanding your social network.  According to the article, “IBM's Virtual World for its Employees: IBM Learning Programs Get a 'Second Life' by Ed Frauenheim Workforce Management” IBM uses virtual worlds to “conduct employee orientation and mentoring in simulated computer worlds.”  Yet another use is for companies to expand their product base by supplementing existing products.  For example, the Webkinz toys come with codes that activate an online version of the toy in a virtual “Webkinz World” (“TOYS WITH A SECOND LIFE; Can Ganz's Webkinz--plush animals with online alter egos--stay ahead of the copycats?”).   
            One advantage of virtual worlds is that they vividly represent reality, but in a way that’s simpler than the real world.  This helps out certain people such as some with autism because they can “practice social interaction and find information about the condition” (“iReport: 'Naughty Auties' battle autism with virtual interaction”).  The same article also describes virtual worlds as being “perfectly relaxed” and “a perfect tool to bring people together.”  Another positive of virtual worlds is that they minimize the geographical separation between people by serving as a realistic means of communicating.  This is useful for to have virtual meetings on their own computer network without leaving the office.  A disadvantage of working together via virtual worlds is that virtual teams might not share the same customs or culture and it may be difficult to adapt to each other virtually.  A similar disadvantage is that employees “can’t take advantage of impromptu “water cooler” conversations that occur in a real workplace.” (“IBM's Virtual World for its Employees: IBM Learning Programs Get a 'Second Life' by Ed Frauenheim Workforce Management”).  A third disadvantage which might be the most important, is the lack of human interaction virtual worlds create.  Because of this, people can feel isolated at times.    
            Virtual worlds foster creativity because they allow users to basically do whatever they want.  For example, if I was to enter a virtual world and create an avatar, I wouldn’t necessarily have to create one that looks like me in real life.  I think the relaxed nature of virtual worlds also fosters creativity.  Because users are accessing virtual worlds from their own home they are more comfortable and thus more likely to be creative and do things that are “out of the box.”  I think since the start of virtual worlds there has been a steady convergence between them and reality.  In the future I think this convergence will continue because technology is constantly upgrading and everything that is virtual is resembling reality more and more.   

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