Modeling Reality with Virtual Worlds

These virtual worlds can be used for many different reasons. Outside of the usual uses, which are likely boredom or simple entertainment; some may find prominent uses for their virtual selves. As said in iReport: ‘Naughty Auties’ battle autism with virtual interaction by Nicole Saidi “one benefit is that visitors can practice social interaction and find information about the condition.” This article tells of a man with autism who struggles to interact in real life, but managed to create a group for others who share his disability in order to practice their daily interactions online. This is clearly a pro for the idea of online realities, as it is benefiting the disabled on their social skills and ability to interact with others and openly discuss themselves, allowing for greater possibilities of relationships and a healthier mental lifestyle.

However, some cons may definitely include the overuse or even misuse of these same worlds. Many become very involved with their virtual personas in the idea that they may even be an extension of themselves. Because of the connection to their avatars, the user may often assume the personality of their imaginary self. As quoted in No Budget, No Boundaries: it’s the Real You by Ruth La Ferla,  “In them visitors can fashion a fancy identity, rub shoulders with other virtual glitterati and snap up temptations in a marketplace made entirely of pixels.”

While this may foster a creative idea for an imaginary character, and the lifestyle that can be made for them, it is clear that it’s possible for users to become consumed by their alter ego’s. With the ever growing evolution of technology and possibilities, it may be very possible that worlds like this will continue to grow and evolve. In the distant future it ma even possible to enter such virtual worlds, or at least simulate them. Though this can surely open the possibilities of endless creativity, one can only assume the consequences it could have for those who just happen to find themselves consumed by their online doppelgangers.

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