Modeling Reality with Virtual Worlds
Virtual worlds which are essentially online communities that
allow us to interact with one another is a concept that came with this new
technology era and is continually progressing as technology advances as well. These
virtual worlds can be used for a wide variety of uses such as educational
purposes or even entertainment/gaming purposes. An example can be trainings,
such as military exercises. On the gaming side, an example can be seen in Dave
Itzkoff’s article “I’ve Been in That Club, Just Not in Real Life”. Itzkoff
talks about the massive amount of time he spent “hanging out” and doing
activities such as going to a club in a virtual word from his computer. This is
where some will say these virtual worlds have a con which is it may cause an
individual to become anti-social. Spending too much time “hanging out” in a
virtual world can hinder one’s ability to develop proper social and
communicating skill for the real world as their face-to-face interactions
decrease. On the other hand, virtual worlds also have some pros. An example can
be seen in the Forbes article “After Second Life, Can Virtual Worlds Get a
Reboot?” by Diane Mehta. Mehta talks about how Jacki Morie, a virtual world
designer discusses how virtual worlds can benefit kids. “Minecraft”, a very
popular virtual world game, which can be considered similar to a digital
version of Legos, allows kids to exercise their creativity and imagination. This
game allows kids to construct/build what they want to (houses, buildings, etc.).
This is also an example of how virtual words foster creativity as it allows
kids to think outside the box. In conclusion, I personally feel that virtual
worlds will become even more common than they already are. I feel that they
will develop even more to the point where it becomes a norm.
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