In the article “Vitual World May Impact Real-World Behaviour “, Yoon states that: “virtual environments afford people the opportunity to take on identities and experience circumstances that they otherwise can’t in real life.” After leaving the virtual world, people might take on some of the game behavior into their real life, and that’s what the study in the article revealed. And this one dark side of the virtual world, that it might affect users psychologically. Also, users might develop an obsession that could lead to addiction. The virtual world enables users to connect with others on the same platforms. I think it is an excellent tool for socially isolated people. Using these platforms, users live great experiences as they could be anywhere and be anyone they want. Even Businesses start adopting these technologies into their organizations, for instance, holding meetings through virtual worlds. In the article “Going to the Virtual Office in Second Life” Tutton emphasizes how useful and cost-saving a virtual world in holding a meeting. Tutton says, “As travel budgets are squeezed and slashed in the recession, companies are increasingly seeking innovative ways of bringing employees together for conferences and meetings remotely.”
In a virtual world, there are fewer boundaries, so users do not pay much attention to the consequences of there actions. So I think fear jeopardizes creativity. In a virtual world, there is no fear, and it is a place where users can explore and be creative as much as they want as long as they consider the society’s principals and ethical codes of the virtual world.
Works Cited
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 or
below.
http://www.health24.com/Mental-Health/News/Virtual-world-may-impact-real-world-behaviour-20140210
or below.
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