Modeling Reality with Virtual Worlds

A virtual world may have just been a distant fantasy just a couple of decades ago but now is a reality, even back in 2008 with the VLES, a virtual representation of the Lower East Side of Manhattan, full of the ability to visit clubs and landmarks such as Katz Deli. The only thing missing is the hustle and bustle of traffic and the "smell of stale beer" as put so delicately in the article Dave Itzkoff on the New York Times in 2008. I especially love the part of the article where the author met someone on the streets of VLES and immediately hit it off and was able to tell her about his own intimate stories with getting sick before a concert, an admittedly personal story for someone who he has just met online. He continues on to say that when they met in person in a cafe in the area, that the interaction online was just as substantial and important as the interaction they had in person over a plate of fries. Aside from the socialization aspect of virtual worlds, it can also be used to plan. Imagine the ability (which can be done in Google Earth now) to plan entire vacation or dates by browsing through the streets of a city that can be unfamiliar and get an understanding of the neighborhood. The limits of the capabilities of a virtual world can be limited only by the imagination of the people designing it and the people inhabiting it. Virtual Worlds can also be used by companies to bring in revenue by allowing users to do things that they would not be able to do in the real world. In the article by Ruth La Fera on the New York Times, she talks about sites like Secondlife that allow the virtual inhabitants to spend real money to buy the virtual worlds currency to buy things in the world, such as different outfits and land. The pros are clear to see in this case, the ability to live your dream life, explore a virtual world in the comfort of your own home, and the freedom to do things you may not be able to in person. However, the cons can be up to an individuals perception. Of course everything you can do in this virtual world is considered fake and artificial, but does it matter? If the dopamine and satisfaction you get from interacting with a virtual world is real, why shouldn't it be considered real? During the recession in 2008 and 2009, the virtual worlds described in the article encountered an increase in consumer spending. My best guess would be that, these consumers were trying to do things and purchasing things they weren't able to in real life to feel some sort of satisfaction. Now, as for the future of virtual worlds, I could not be MORE excited. Right now I feel the issue with virtual worlds is immersion. However, with advancements in augmented AND virtual reality, the real world can be transcended and people will be able to live and actually experience their fantasy. One example I love that wasn't mentioned in the reading/lesson is Boneworks, being developed on Steam right now. It is the most advanced virtual reality being created at this moment and showcases some amazing physics in their world. It might be less than 5 years from now that we can experience full dive immersion in virtual worlds, and I repeat I cannot be more excited.

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