Thursday, March 21, 2013

Modeling Reality with Virtual Worlds

Virtual worlds are 3D encoded graphics of digital realities accessible to anyone in the world.  Most virtual reality websites replicate several things of the real world, such as avatars, landscapes, furniture, clothes, etc.  Yet, there is no limit to what each website can create for users.  Developers can take their virtual realities into more fantastical, elemental, or supernatural worlds real-life people would only see in movies or videogames.

I used to sign into a virtual reality called SmallWorlds (smallworlds.com).  In my opinion, was better than SecondLife.  The website launched in 2008, accessible to users over the age of 13 worldwide.  It is a growing website where the developers connect to users' experience, comments, and suggestions through its forums.  The irony of the website is that it is not so small, but there are several activities users engage in between socialization and creativity (Social Influence and the Diffusion of User-created Content).

In virtual worlds such as SmallWorlds, people can easily communicate with others from different countries.  Players within the game are from the United States, United Kingdom, New Zealand, etc.  The website fosters education and learning through "missioning," as in completing quests and receiving a reward upon completion.  Players can learn something from missions that teach history, or cancer awareness (CNNiReport: 'Naughty Auties' Battle Autism with Virtual Interaction).  Also, the website fosters immense creativity where users can create paintings or graffiti art on a graffiti board widget, or sculpt furniture, decor, or structures on a sculptor widget.  Users can also sell their paintings or sculptures for virtual monetary value.  The possibilities to showcase individualism are limitless in virtual reality.

However, virtual reality has its disadvantages.  Constant engagement within virtual worlds creates distance from real-life and its priorities.  Players addicted to the website often find themselves playing more than 5 hours a day, sometimes neglecting work or communication with loved ones.  Also in relation to internet safety, not all virtual worlds are monitored to protect users from scamming, phishing, protection from sexual predators, and cyberbullying.

Overall, virtual realities has its advantages in which it fosters socialization with users worldwide, and incentive for creativity.  I can only imagine virtual reality gaining more popularity in the future, and perhaps businesses utilizing such tools to their advantage.  SmallWorlds.com is a business that engages players and gives them options for what they want to do.  If players want access to more clothing options, special collectibles, rooms or spaces, etc., the website allows them to pay a special fee as "VIP," to gain access to those exclusive options.  Currently, smallworlds.com is working with a popular action/drama series, The Walking Dead.

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