Tuesday, April 12, 2011

The Effect of Virtual Worlds

The online virtual world is a very interesting one. You may think to yourself that you don't play online virtual games, but you would be surprised how many actually do. It is estimated that there are 20-30 million people worldwide playing in online fantasy worlds (Castranova). All 20-30 million people are not avid players who spend hours each day playing, but there are good amount that do this. And it ruins their lives and well-being. As Castranova says in his book Exodus to the Virtual World, "While we are playing, things we used to do on the outside, in "reality," won't be happening any more, or won't be happening in the same way" (xv - xvi). This notion of people actually affecting their mental well-being and how they live is astounding. When people spend hours on end living in fake worlds, the real world just doesn't feel the same anymore. It is mind blowing.

But for some people, these fantasy worlds are the only ones they want to be in. They may have been moderately happy in real life, but online worlds allow you to be whoever you want to be. But when you think about it, "for each happy, fulfilled person, how many are there who are bored, frustrated, unappreciated, defeated, unhappy?" (xvi). It is true, some people need these fake worlds. They are their escape from the unhappy world they are currently living in. In online worlds, anything is possible. You can become anyone you want to be, act however you want, and have no reservations about it. People feel safer in these types of worlds and their true selves come out.

I am certain that there have been multiple psychological studies done to determine what attracts so many people worldwide to online universes. It is scary to think that one day there may be more people living in the online world instead of the real, physical world. At one point does the line between reality and fantasy become so blurred that the distinction between them is lost?

2 comments:

  1. It is frightening to think that the line between reality and fantasy has the potential to become so blurred that the distinction between the two will be lost. I hope that in our lifetime, despite the 20-30 million people who immerse themselves in virtual worlds, we will remain in touch with reality. I think that it's true that virtual worlds serve as an escape for people, a place to cope with unhappiness. However, I feel that virtual worlds will not cure their dissatisfaction in life.

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  2. My problem with virtual worlds like WoW is that they demand SO MUCH time to reap rewards. If I ever begin to game online, I suspect it will be with something like Mass Effect, with a rich storyline but in single-player mode, so I can "save game" and come back in a few days for another hour or so. I liked the Sim City series for just that reason.

    Second Life can involve many hours of play, but there's no "leveling up" or rewards system. One can dip in to hear a virtual concert, drive a car, or go to a fashion show if that floats the boat. I used to do more of that, a few hours weekly. Now I mostly go to my one hour a week of educational talk.

    The addictive SLers I've met tend to have virtual relationships or run businesses: the first seems potentially unhealthy to me, the second, well, is just doing business. We certainly have real-life businesspeople who never leave their jobs behind or live at their shops, and we consider that "normal."

    Your post recognizes the need some feel to escape. That depends on one's options in real life. I do fret, as Maddie does, that as the on-screen (or in our virtual-reality rig) projections get better, more of us my migrate.

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