Wednesday, April 11, 2007

Virtual Worlds

The whole notion of virtual worlds, or virtual reality, has come to be extremely hyped and is more used than ever. One could either look upon this phenomena as an excuse for not enjoying the “real world” or as an extension of the own persona in the digital age. Virtual Worlds has derived from virtual cultures, but with differences as developed interface and interaction possibilities. Peoples’ true identity is often deliberately hidden and instead they can be whoever they want to. These non-textual spaces allow the user to take the shape of a virtual character, an avatar, which one may shape, dress and name in any way possible. The avatars become a way out from an uncomfortable stay in the real world and a possibility to start over, on the exact same basis as everybody else.

Personally I do not see why people rather chose a virtual world above the real world. Even though almost everything in this world is possible in a virtual world like Second Life I still argue that there is a prominent difference between them. I mean, this world is real, the other one is a complete binary matrix created by people of the real world. This might seem obvious to most people, but to some others not. The fact that people feel more confident in themselves and more “themselves” in a virtual world, embodied by a character on the screen than in their own bodies I think is totally incomprehensible. Perhaps I am just being conservative and restricted in my own head, but do not really agree with those users.

Concerning the extension of the persona in the digital age virtual cultures opens a whole new perspective when it comes to socializing. Telephone- and video conferences may be replaced by virtual world meetings, but there might be a problem with communication media when it comes to talking or writing. Organizations, companies and other groups have applied this kind of meetings, and this might simplify future gatherings and also lead to widened social networks.

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