Wednesday, June 17, 2009

Modeling Reality with Virtual Worlds

WELCOME TO A VIRTUAL BOARD MEETING....

These new technologies allow "employees separated by thousands of miles [the ability] to mingle, interact and share ideas in the virtual world before their first day on the job," (Frauenheim, 2006).

Virtual Worlds create an atmosphere that users can feel completely comfortable in; "You're on your own computer, in your own room, your own space," (Saidi).

Not only do you receive the benefit of feeling relaxed, but it differs from "video-conferencing" in that you get to create an "Avator," which is a virtual representation of yourself. These can resemble the way you look in real life, or have fairy wings attached!

Businesses can use these worlds in a number of ways. One easy way to implement this technology is through employee training; "the video game play adds a dimension of training because people don't perceive it as learning. That makes them more willing to take risks and be more flexible in their thinking," (Frauenheim, 2006).

**BeYoNd ThE cOrPoRaTe WoRlD**

Many people have already put these virtual worlds to great use.

For example, many toy companies have added online-codes to their toys that allow the consumer to not only play with the physical toy, but also play with other people's "virtual" toys online. Visit Webkinz.com to see for yourself....

Additionally, MTV has created several 3-D, Internet-based social networks that are virtual representations of popular cities, replicating everything from clubs to bars to delis to the weather! They are creating a realistic imitation of what the city looks and feels like, as well as everything it has to offer you (entertainment, food, lodging) if you plan to visit.

Furthermore, there are even virtual worlds for those with autism. Autism is "a range of brain disorders that can cause difficulties in social interaction, communication and behavior," (Saidi). Having this type of virtual resource center allows users to get "familiar with an environment before they actually try it out in real life," (Saidi).

As we all very well know, every great invention has a cynical twin.

So is this the case for virtual worlds as well? Sure, why not....Creeps are never going to stop creepin', this is yet another way for them to prove their skills.

However, most of these virtual worlds are "self-policing communities...users would likely be quick to report any behavior that seemed to indicate [if] users posed real-world threats," (Musgrove, 2008).  

With that being said, I believe that, sadly, the true evil counterpart of the virtual world is addiction.

If misused or abused, people have the potential to get too sucked into these virtual realities, and be led even further astray from actual human interaction than they were before.

The fact that people can become too comfortable in a video game-like setting to ever face reality again is both scary, but more so sad...

However, if used correctly, these Internet-based worlds can be extraordinary learning tools for an array of disorders, phobias, and so on.

Like everything in life, this technology offers plenty of gray areas and fine lines between it's benefits and harms.  And to be redundant, it will become exactly what you make of it.

These worlds offer much greater future benefits than threats anyway....

These can be successfully utilized in businesses, education, for boredom, and much more. Like social media, virtual media opens a door for boundless possibilities.

For instance, virtual worlds could be used for high school students during their college search.  In these worlds, they could meet potential classmates, and virtually move into their dorm room "early," and get to know their hall mates, etc.

Likewise, these virtual realities could allow applicants to explore companies, meet their potential  co-workers and discover if they fit in with the company's system and core values, BEFORE even applying for the job.

Lastly, this virtual media could benefit advertising by allowing buyers to virtually test out products to see how they would fit into their lifestyle, and/or if the product could offer additional benefits to their current living situation.

This technology can truly minimize geographical separations between people, beyond the way social networks can, and bring people from all over the world together quickly and easily.

And ultimately, it puts the control back into the hands of the consumer.  And Lord knows, we all love power!

References

Frauenheim, Ed. "IBM Learning Programs Get a 'Second Life.'" 17 October 2006. 16 June 2009.

Musgrove, Mike. "At Hearing, Real and Virtual Worlds Collide." The Washington Post. 2 April 2008. 16 June 2009.

Saidi, Nicole. "iReport: 'Naughty Auties' battles autism with virtual interaction." CNN. 16 June 2009.

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