Thursday, October 20, 2011

Modeling Reality with Virtual Worlds

A virtual world is an online community that often takes the form of a computer-based simulated environment through which users can interact with one another and use and create objects. The term has become largely synonymous with interactive 3D virtual environments, where the users take the form of avatars visible to others. These avatars usually appear as textual, two-dimensional, or three-dimensional representations, although other forms are possible (auditory and touch sensations for example). Some, but not all, virtual worlds allow for multiple users.
There are hundreds of virtual worlds to choose from, each targeting a different segment of the population. There are virtual worlds geared toward children such as Disney’s Toontown, Club Penguin, and Pirates of the Caribbean. There are also virtual worlds for teens such as Whyville, Habbo Hotel and Second Life for Teens. Finally, there are virtual worlds geared toward adults such as The Sims Online, World of Warcraft, and Second Life. Thus, there is something for everyone and each virtual world shares the traits outlined above while focusing on a specific age group.
Second Life, a three-dimensional virtual world created by San Francisco based company Linden Labs, was released in 2003. While other virtual worlds exist, none has matched the popularity of Second Life. This is due to its strong user base and strong attraction for new users, with some attributing its popularity to the large amount of varying in-world activities. Most virtual worlds are free to join, but some require additional fees to customize one’s experience or purchase virtual “goods” such as clothes and accessories. This customization has resulted in a cottage industry of sorts. While anyone can create content and design objects in a virtual world, it does require considerable time and basic design skills. For those who prefer not to take the time, some items can be bought and sold online, tax consequences notwithstanding.
Most virtual worlds allow their users to create an “avatar” (from the Sanskrit word for "a form of self") which is a computer user's self-representation or alter ego. This avatar can be a realistic facsimile of their real identity or, in the case of many virtual worlds like Second Life, can be a robot, animal, mythical creature or other graphical representation. In many virtual worlds, this avatar can be controlled using the keyboard and can often cate (using speech or text) with other avatars in real-time. While avatars can be made to look like just about anything, sometimes a non-human avatar is not appropriate, such as during an interview or a meeting. According to an recent estimated published by Gartner Group, 80 percent of active Internet users will have a virtual presence in the form of an "avatar" in at least one virtual world by the end of 2011.
The number of people using virtual worlds is increasing at a rate of 15% every month and this growth does not appear to be stopping or slowing down anytime soon. This is the same with research being carried out in virtual worlds. It is an ever increasing way for business and governments to use the resources to gather and collate information for their use. Research for information systems purposes is being carried out in virtual worlds for the look in open sourcing, providing tools without the need for sponsorship of corporate businesses. It provides a look into the virtual world creation and how it is able to spread itself around the internet for different people from different countries to interact and provide information. It provides an insight how people find the information and how that information is being used by different people. Governments are also beginning to interact in virtual worlds and are a discussion point for some in terms of governance and law. Virtual world is neither public nor private owned. It is the people interacting in it that make the world. Governments research into the use of virtual worlds by people as some have virtual property, amounting to a second life online in another world. This is where governments have to look into if it is viable or even feasible for them to tax those with a second life to govern them with taxes and laws.
Although the social interactions of participants in virtual worlds are often viewed in the context of 3D Games, other forms of interaction are common as well, including forums, blogs, wikis, chatrooms, instant messaging, and video-conferences. Communities are born in places which have their own rules, topics, jokes, and even language. Members of such communities can find like-minded people to interact with, whether this be through a shared passion, the wish to share information, or a desire to meet new people and experience new things. Users may develop personalities within the community adapted to the particular world they are interacting with, which can impact the way they think and act. Internet friendships and participation in online communities tend to complement existing friendships and civic participation rather than replacing or diminishing such interactions.

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