Modeling Reality with Virtual Worlds

Virtual worlds are used for a lot of reasons whether it be a simulation to mimic real life scenarios like how a murder happened or how to perform a surgery. Virtual worlds can also be used for gaming reasons. It's like your body is actually part of the video game itself which makes it that much more realistic. Virtual worlds fosters creativity because the possibilities are endless in a virtual world. You can manipulate and control all variables in a virtual world. According to Surinder Kahai, an associate professor at Binghamton University School of Management, he says ""I've seen people mess up completely because they think that what works in a face-to-face environment also works in a virtual environment." This is a con to the virtual world. Just because something works in real life and in a brick and motor store doesn't necessarily mean it will work in the virtual world. Although this is a con, I believe that with trial and error, human kind will adjust and make the virtual world work. On the other side, the virtual world is a pro because you can save time and the commute. You can also enjoy a nice walk outside without experiencing the horrific things. As mentioned, this is a pro because you can control the variables. For example, Dave Itzkoff says, "Despite knowing that its real-life inspiration exists right outside my door, I have spent the last few months making such visits to the Virtual Lower East Side (vles.com), a three-dimensional, Internet-based social network fastidiously modeled on a small but influential swath of Manhattan real estate." This is because he did not like the stench that the LES had to offer with drunk people and beer everywhere. In this virtual world, he can do what he loves and walk around in his neighborhood without unpleasant sightings. I think that the virtual world can have a huge impact on man kind. In the future, the virtual world might take over real life because of how realistic it is, therefore having an impact on our brains and body.


Sources:http://www.cnn.com/2009/BUSINESS/11/05/second.life.virtual.collaboration/index.html
https://www.nytimes.com/2008/01/06/arts/television/06itzk.html

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