Modeling Reality with Virtual Worlds

In elementary school, I used to spend hours either on Club Penguin or ourWorld, playing games, designing my home, and chatting with other users. At 10 years old, I was having the time of my life living vicariously through my hot pink penguin.

If you're like me and had a Club Penguin account, then you've been a part of a virtual world. A virtual world is a three dimensional online simulation that allows for multiple users to interact with each other allow. Users can make an account and design their own avatar, or character, to represent him or her in that environment. Popular virtual worlds include Second Life, World of WarCraft, and now, virtual reality.

Before, virtual worlds used to just be an online multiplayer game. Now, virtual worlds are more than just a game. In this CNN article, Mark Tutton discusses how Second Life has added a new tool that allows businesses to hold virtual meetings. This tool allows businesses to access the virtual world through their own private network instead of a public one. In the article, 1,400 companies which includes government agencies and the U.S. military, are using Second Life to host meetings. Virtual meetings helped businesses and its workers to cut down on travel time and actually helped to foster creativity since environments such as meeting rooms and bars were simulated.

With virtual reality, which is a three dimensional simulated environment that can be accessed physically by its user through special electronic equipment, the uses for virtual worlds are now endless. For example, the military uses virtual reality as part of its training since it makes the soldiers feel like they're actually in a battlefield or active war zone. Some teachers have also been using virtual reality as a learning tool in classrooms. In this article by Joe Earle, one teacher used virtual reality to take her students on a virtual tour of Versailles as they learned about King Louis XIV. Virtual reality in classrooms helps the students enjoy learning and keeps them engaged.

However, as with all things, there are cons to the virtual world. One major con is addiction. Those who participate in virtual worlds like Second Life, may become addicted to their virtual life and spend most of their time living vicariously through their avatar. This can cause some serious health issues. Spending long periods of time online means extensive use of computer or phone screens, which is harmful to your eyes. Another con or virtual worlds is the loss of true human connection. Technology can simulate stores, cities, and oceans, but it can never truly simulate human feelings. It can't imitate the connection you develop when you have face to face contact with another being. Lastly, there have been multiple studies conducted that show a linkage between an increase in computer usage and a shorter attention span.

As technology continues to develop, the future of virtual worlds is very promising, especially with virtual reality. I believe that virtual worlds will grow out of its gaming mindset and start to to become centers for trade, commerce, and business in general. Let's just hope that virtual worlds don't become our "real reality."

SOURCES:

The virtual world moves into the classroom Posted by Joe Earle | Sep 14, 2018
2018 https://www.reporternewspapers.net/2018/09/14/the-virtual-world-moves-into-the-classroom/


Going to the Virtual Office in Second Life, CNN.com: Nov 5, 2009http://www.cnn.com/2009/BUSINESS/11/05/second.life.virtual.collaboration/index.html

Comments

  1. Oh Wow yes I remember club penguin, it is interesting how we were involved with things that would soon become "the future" however, when children we thought nothing of it, we never even know virtual worlds like club penguin would also be used for medicine or education.

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