Modeling Reality with Virtual Worlds

Virtual worlds are created to mimic real world instances, and can be perfect for testing. Virtual worlds can be used to test something that is timely and costly to do in reality. Virtual worlds can be used for gaming environments, where the user can play a game and feel the experiences head on while playing. A benefit of virtual reality is that it can also be used for prototyping, which can help visualize whatever is being built/created and may save money than building an actual physical prototype.

Virtual world foster creativity in education by giving children a chance to learn through a virtual environment. "Students remember what they’ve encountered in the virtual world, said AIS’s Maxwell, who studied behavioral neuroscience for her doctorate."(https://www.reporternewspapers.net/2018/09/14/the-virtual-world-moves-into-the-classroom/). Students are able to remember better when interacting with virtual reality, which can enhance a student's learning experience. Creativity is fostered when a student can learn a mainstream textbook concept and have different ideas and understanding of concepts through the use of the virtual world.

A virtual world can foster negative habits such as increased spending, "And though most have curbed their real-world spending, he said, “they remain exceedingly brand conscious.” Indeed, their growing avidity for simulated designer wares has made fashion the chief beneficiary of virtual boom times." (https://www.nytimes.com/2009/10/22/fashion/22Avatar.html?auth=login-email&login=email). Even in a virtual game, people spend money and are brand conscious, which translates into real life spending habits on designer brands. So the bad habits of spending in a virtual world can transition into a person's real life spending habits.

I think the future of virtual worlds will be more prevalent, because of the advances in technology. With these advancements, it will be easier to create and maintain virtual worlds. I feel that it will start to become a social norm such as having a smartphone; a person would be engaging more with the virtual world in at work, school, and leisure activities.

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