Modeling Reality with Virtual Worlds

Virtual Worlds (also known as MMOWs) have gained in popularity and use since their early conception, bolstered partly by their induction into the mainstream thanks to the popularity of platforms such as World of Warcraft, The Sims, and Second Life. What was previously thought of as the antisocial domain of video game nerds has now expanded into a variety of utilization so diverse and prolific that the University of Chicago Legal Forum published an article on criminal law in virtual worlds. They're far from the only ones who have been speculating about real word jurisdictions and concerns within an interactive digital space. Much of the concern has been churned up due to the increasingly different ways in which these virtual worlds can be used.

No longer limited to just casual entertainment, virtual worlds have expanded into the territory of business, therapy, education, and even medicine. In Situated Learning in Virtual Worlds and Immersive Simulations, Lisa Sawley and Chris Dede examine instances in which virtual worlds have been used for educational purposes by creating "model-base environments that simplify or enhance reality while retaining the validity of what needs to be learned" and "facilitate learning through repetitive practice in a heavily contextualized environment" (Sawley & Dale 4). Educators aren't alone in recognizing the fluidity of virtual worlds as a tool that can be used to enhance the effectiveness of communication. Some therapists and psychologist have made use of virtual worlds to treat patients, particularly those who deal with issues of social anxiety. CNN's article, "'Naughty Auties' battle autism with virtual interaction", discusses the way in which virtual worlds have been an effective tool for simulated new environments for individuals on the spectrum. Virtual worlds offer potential to the business world as well, both as a means of providing a new vehicle (and new products) for marketing to a consumer base, as well as presenting new options for collaborating and communication across distances.

It's easy to see the props of digital immersion. The fact that virtual worlds can simulate a version of real life and permit socialize while allowing for a maximum of accessibility which negates spacial issues, make them attractive as a viable alternative for those form who physical interaction is not an option (be it for reasons of insurmountable distance or personal proclivity). Like any form of new media communication, the power to create a community with fewer boundaries is a powerful and precious advantage. In addition, virtual worlds foster creativity. In requiring users to create an avatar, it allows for something to consider how they want to present themselves and explore the possibility of reshaping and imagining their identity in any way they want. The adaptability of a digital environment also opens the door for the ability to create unique spaces and personalize the world and encourages users to think about their surroundings in ways which lack the limitations of the physical worlds.

However, Virtual Worlds open up their own set of threats and draw backs. Many of them are pointed to in The Washington Post's article, "At Hearing, Real and Virtual Worlds Collide", which poses questions such as "Could Second Life be used as a place to launder money? Are children safe in online worlds? Are there churches?" The potential for abuse of these digital spaces are nearly as varied as ones in the real world and potentially even more dangerous given the limitations of legal action in regards to what occurs in virtual worlds. Acts such as theft, rape, or violence which "occur" in virtual worlds are not considered illegal acts since they aren't real, however if the victim has emotional investment in this digital space it is still potentially psychologically harmful. In addition, this emotional investment in virtual worlds can, in and of itself, become a con. While, as mentioned, immersive digital environments can be tools for acclimating individuals with social disorders to human interaction, it could also have the reverse effect of providing them with something that they use to replace actual human interaction altogether.

Unfortunately, concerns about the psychological well-being of consumers and users tends to be low on the list when legislation or development is under consideration. What does tend to take high priority is capitalist impact and crime. It is likely that, in the future, virtual worlds will increase in usage, functionality, and versatility in regards to imitating real life and, in conjunction, laws will be passed regulating activity within these platforms.


Citations
Situated Learning in Virtual Worlds and Immersive Simulations http://mfile.narotama.ac.id/files/Jurnal/Jurnal%202012-2013/Situated%20learning%20in%20virtual%20worlds%20and%20immersive%20simulations.pdf
iReport: 'Naughty Auties' battle autism with virtual interaction by Nicole Saidi, CNN, March 28, 2008. available from: http://www.cnn.com/2008/HEALTH/conditions/03/28/sl.autism.irpt/index.html#cnnSTCText
"At Hearing, Real and Virtual Worlds Collide: Forget C-SPAN: Congress Goes Interactive." Washington Post, Wednesday, April 2, 2008; Page D03. available from: http://www.washingtonpost.com/wp-dyn/content/story/2008/04/01/ST2008040103032.html

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