Virtual worlds are an environment played out over the internet. Virtual worlds are evolving more and more each year. In a virtual world users can live a “second” life over the web. This can lead to crimes in the real world due to disassociation. There are many other health concerns due to the excessive use of virtual worlds. Many users become addicted to these fantasy worlds. Virtual worlds have caused many social and economic issues that we will discuss below.
A virtual world is an environment over the internet where users “live” and communicate with other users. “A persistent online game is an online game in which each player assumes the role of a character in a virtual world and the attributes of the character and the world persist beyond a single gaming session” (Quinn, 2013). World of War craft is one of the most popular virtual world games played. Some other virtual worlds are Second Life, Keneva, There, Active Worlds, Meet Me, My World, HiPiHi, A World of My Own, and Moove. “Second Life” was created by Linden Labs in 1999. The users are able to voice chat which increases performance. “Keneva” was developed in 2004 by Keneva, Inc. It is a combination of gaming and social networking. “Active Worlds” was developed in 1997 by active worlds Inc. It is a 3-D virtual world. Transcosmos, Inc. developed “Meet Me”. It is expected to have great graphics. It is based out of Tokyo. “My World” is currently being tested by Arizona University students. China developed “HiPiHi”. This virtual world is under strict government censorship. Sir Richard Branson developed “A World of My Own”. There are around 10 million subscribers monthly throughout the world. In South Korea they have cybercafés also known as PC Bangs where people...
... middle of paper ...
... Wolds, Real World Issues. Landslide: The American Bar Association. Retrieved from American Bar.
Matt Bower, A. C. (2010). Blended reality: Issues and potentials in combining virtual worlds and face-to-face classes. Sydney.
Quinn, M. J. (2013). Ethics for the Information Age. Upper Saddle River: Pearson.
Romero, J. (2007, October 24). Top 10 Online Virtual Worlds. Retrieved from Video games Blogger: www.videogamesblogger.com/2007/10/24/top-10-online-virtual-world.htm
Spragg, A. (n.d.). 9 People Who Died Playing Video Games. Retrieved from Ranker: www.ranker.com/list/8-people-who-died-playing-video-games/autumn-spragg
Stanney, K. (1995). Realizing the Full Potential of Virtual Reality: Human Factors Issues That Could Stand in the Way. Orlando: Virtual Reality Annual International Symposium.
Suler, J. (1996-2006). The Psychology of Cyberspace. True Center Publishing.
...xperience machine, it would still seem that people should not want to log on to second life when they could be experiencing things in reality. However, Second Life boasts that millions of accounts have been created (Second Life Official Site). It remains to be said just why they are doing this, but it appears that the conclusion one could draw from this is that virtual experiences do have meaning to us, insofar as people will choose them over certain real life experiences.
Simpson, R. (2002, September 1). The Virtual reality revolution: Nursing Management , 33(9), Retrieved from http://0-web.ebscohost.com.lib.utep.edu/ehost/pdfviewer/pdfviewer?vid=34&hid=112&sid=8d3b1644-95ad-471b-a8c3-5c0c325fa183%40sessionmgr104
Beato stresses out the idea that “American psychiatric Association (APA) should add internet addiction to the Diagnostic and Statistical Manual of Mental Disorders (DSM)” by bringing up its consequences, he is extremely right. In its first conception, internet addiction disorder may appear as a negligible issue in our society since some of its effects are the promotion of the stupidity and the increase of the unconsciousness. An example of how ignorant and insensate we have become, Greg writes an anecdote about “the 18-year-old who choose homelessness over gamelessness” (para. 7). However, when in paragraph 8 he presents the tragic brief history of the young man who killed his mother and injured his father because they wanted to take his Xbox one, this leads us to question ourselves on how the internet can seriously affect our behavior like drugs. In addition, internet addiction has a negative impact on our mind. In other words, it may conduct to a depression. In his article Beato backs up this evidence with an example of students who qualify themselves “jittery”, “anxious”, “miserable”, and “crazy” (para.3) when they were deprived of their connections to the Internet. Finally, many young people have prefer their virtual life at the expense of their social life. They do not know what it means to communicate with other methods like a letter or a face to face communication. Greg support this idea by using a statistic graph. According to that graph, “more than 1
The adjective "virtual," practically unheard-of a few years ago, has without a doubt become the number one buzzword of the nineteen-nineties. Virtual reality has become a catch phrase for the interactive multimedia technologies that have supplanted desktop publishing at the cutting edge of personal-computer graphics technology. The virtual communities which for years have flourished in comfortable obscurity on the Internet, have recently been thrust into the glare of publicity as commercial gateways have opened up the net to the public, while virtual corporations have transformed the world of business.
The purpose of this paper is to explain how virtual reality is used in everyday life. It is used in many ways in today's society. Several people immediately think of video games or entertainment when they hear virtual reality. Virtual reality is not only used for entertainment purposes but it is also used for medical and educational purposes. It can help people overcome their fears, deal with and treat social anxiety, and it can also be a helpful teaching tool to connect students and teachers in long-distance learning.
Supports of virtual reality say that it will bring people around the world closer together and change the nature of communication. While others believe it will be used by people to avoid real-life troubles and they will withdraw into the online world. (Anon., n.d.)
The term Virtual Reality (VR) is used by many different people with many meanings. There are some people to whom VR is a specific collection of technologies, that is a Head Mounted Display, Glove Input Device and Audio. Some other people stretch the term to include conventional books, movies or pure fantasy and imagination. However, for purposes of this research, we restrict VR to computer mediated systems. We would define Virtual Reality as a way for humans to visualize, manipulate and interact with computers and extremely complex data.
The traditional way of socializing limits our ability to meet other people around the world. Virtual interactions offers a more possible means to communicate in today's society. Furthermore, the growth of the video game community such as in the genre of MMORPG (Massive Multiplayer Online Role Playing Games) allows for a high level medium that enable individuals to create small factions and perform social interactions. According to Bishop, "The existence of such communities is often brought about by people who share similar goals, beliefs or values, with such commonality forming the basis of an agreement to form and sustain a virtual existence" (1). Having shared similar goals...
The change in the social life of children and young generation causes research upon technology’s usage of young people. A recent survey shows that adolescents aged between 10-18 waste an average of six to seven hours with electronic devices like computers and smart phones, which cause negative outcomes such as depression, social isolation, anxiety, insomnia, and obesity (“Technology gadgets steal kids' sleep, shows survey”). The good feeling brought on by the chemicals like adrenaline, dopamine as in the gambling addiction and the joy of social networking sites, smartphones, online video games and also not-feeling alone and freedom in virtual world are the factors of technology dependence. This 24/7 online, connected community is actually a place to escape from stress and bad emotions. The countless facilities and alternatives of the virtual world attract the attention of many teens.
Although still in its, infancy, virtual reality will have a substantial effect on our future way of life. Virtual reality already has made astounding progress in the world of commercial design, and it is predicted to have a tremendous impact on everyday life as well. Virtual reality, when more available, will have various uses ranging from recreation to basic communication. The applications of virtual reality into different fields of occupations and research will have both positive and negative effects on our society.
1) What is critical reasoning, and how can it be applied to ethical issues involving cyber technology?
Individuals may feel isolated from society wether it be due to their sexuality, likes, or dislikes, and the virtual world is an area they do not feel like they have to conform to certain ...
Vaughan, Norman. "Perspectives on Blended Learning in Higher Education." International Journal on ELearning 6.1 (2007): 81-94. ProQuest Research Library. Web. 25 Apr. 2012
In this generation, everyone, mostly young adults, are glued to technology. We see people walking around, looking at the ground as if they have a ball and chain dangling from their necks. We see people sitting on their chairs and looking at their computer screens long enough for their backs to hurt and their eyes water from the bright screen. People addicted to the Internet are those who pay attention to a virtual world more than their own lives. Internet addiction has corrupted people’s social lives, prevented their maturation, and induced negative behaviors. In “Internet Addiction,” Greg Beato expresses how the Internet has corrupted lives and should be added to the “Diagnostic and Statistical Manual of Mental Behaviors.” If we continue our
Virtual Reality is a new form of interactive media that is here to stay. A time may come when people might get tired of it but the chances of that happening are really low as the content that can be offered in VR systems is almost limitless.