Wednesday, March 22, 2017

Modeling Reality with Virtual Worlds


Virtual worlds can be used in numerous ways, educational, social and entertainment. Online classes have increased within the last couple of years. Online classes give the opportunity to people who don't have the availability to physically go into school. In a social context, virtual worlds create connections to different people all over the world. The ability to communicate with anybody in an instant is revolutionary. In the case of entertainment, "I've Been in That Club, Just Not in Real Life" by Dave Itzkoff wrote in the New York times about a virtual Lower East Side. That's right virtual access of a neighborhood right at the tips of your fingers. Itzkoff starts off this article with going to a concert from the comfort of his own home. There were no bouncers, no lines and nobody to distract. 

The pros of a virtual world give us an advanced society and provide connectedness. Virtual worlds create an advanced society by giving us opportunities we did not have before. Before virtual worlds, you miss out on events and interactions due to whatever reason and you get another opportunity with this option. Also the creativity and sources used to create virtual worlds goes unnoticed. At a point in time we did not have the tools to communicate and now we have software to transit you to another world.  Virtual worlds create interconnections between the users. For example, a person who is shy maybe classified as an introvert may not feel comfortable speaking to somebody at an event or a public place. Whereas in the virtual world the atmosphere invites the idea to communicate with each other and connect.

The cons of virtual worlds are absence of reality and lavish spending. "No Budget, No Boundaries: It’s the Real You" by Ruth la Ferla in the New York Times speak on these issues. She discusses the users of virtual worlds where there is a distinction between life in the real world and virtual world. The opening paragraph suggests that users throw themselves into a virtual dimension and keep up the facade of that life itself. They spend money on clothes and furniture of their virtual lives opposed to spending money on rent needed. Mike Wilson, the chief executive of There.com explains that there was an influx of spending within the virtual world throughout the recession. This whole article discusses the percentages increasing of spending over the years for their need to stay in touch within this world.

I believe the virtual worlds continuously adds creativity. It's giving another outlet to us as a society. We are instantly transported into a world of interests or opportunities. For example this class itself, fully online but we all contribute ideas and intelligent conversations amongst us. Next, we might be transported into a class itself through this world. In the future I'm sure the virtual worlds will relate even more to reality. I feel eventually the difference between the two is going to be hard to distinguish.




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