Virtual worlds are a multiuser virtual environment which can help people create supportive communities, escape reality, and may act as a de-stressor. The pros of virtual worlds are that they can be used to improve gaming experiences, training programs, and virtual prototypes. The cons of virtual worlds are that it may have a lag time, lack of acuity, and overlook basic laws of physics. Virtual worlds foster creativity since people may collaborate to create something new in the virtual world that they could not have done in real life. This may inspire others to get creative and develop their own creation. Since now there are virtual reality headsets and we can experience a different place anywhere, I think that in the future virtual worlds will no longer only be seen and heard; they might even be accompanied by distinct smells to make it more realistic. Maybe someone will invent a contact lens version of the virtual headset. However, that would pose a safety risk for your eye health and physical safety. So, it may be awhile before that is created to be functional.
Health 24's "Virtual World May Impact Real-World Behavior" article states that two research studies found that the type of avatar (hero or villain) one uses affects that person's behavior in real life. For example, if a person had a villain avatar, they were more likely to give a future participant spicy chili than chocolate. However, if the person had a heroic avatar, they were more likely to give a future participant chocolate than chili sauce. Thus, virtual worlds may be used to influence a person's behavior which may be a good thing if you are trying to help someone become a better person. However, if a person has bad intentions to make someone worse, then virtual worlds are not good since that are being used to achieve something bad. Thus, being able to influence a person's behavior through the use of virtual worlds may be a good or bad thing depending on the situation.
In the New York Times article "I've Been in That Club, Just Not in Real Life," the writer used the virtual world called 'Virtual Lower East Side' to visit many real-life landmarks in the neighborhood. An advantage of visiting the online version of the Lower East Side was that users could go to clubs and see people perform without waiting on long lines or being in crowded places. A disadvantage was that it introduced people outside the neighborhood to it which may come with a risk for the residents in the real Lower East Side.
In the New York Times article "I've Been in That Club, Just Not in Real Life," the writer used the virtual world called 'Virtual Lower East Side' to visit many real-life landmarks in the neighborhood. An advantage of visiting the online version of the Lower East Side was that users could go to clubs and see people perform without waiting on long lines or being in crowded places. A disadvantage was that it introduced people outside the neighborhood to it which may come with a risk for the residents in the real Lower East Side.
I also believe we are while away before VR is created to be functional, I just dont feel like we are ready for VR as a society yet
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