Sunday, May 11, 2008

Task 7: Implementation of a Virtual World

Virtual worlds, computer generated virtual environments in which a user can explore using a character called an avatar, have the potential to impact individual users as well as society. An avatar is a user created character that is used to explore a virtual world and communicate with other users in that virtual world. Virtual worlds vary from real life simulators like SecondLife and The Sims to epic fantasy worlds commonly found in Massively Multiplayer Online Role Playing Games (MMORPG’s) like EverQuest and Warcraft. The impacts virtual worlds can have on individuals and society are as varied as the virtual worlds and the users that inhabit them.

When discussing effects of virtual worlds, the concept of the “digital divide” often surfaces. According to Jackson (2003) the “digital divide” refers to the gap between those who have and use technology like the Internet and virtual worlds and those who do not. There is a fear that there will be a disconnect between the users and the non-users. This fear is most often framed negatively, with economic issues as the cause and a greater separation of society as the effect. The “digital divide” is becoming a thing of the past in the United States. Even back in 2002 a Department of Commerce (DOC) report revealed that “Internet use is continuing to increase for everyone regardless of income, education, age, race, ethnicity or gender” (Arrison, 2002, para. 3). As Internet access becomes more reliable, widespread, and affordable the digital divide is continuing to close. According to the Nielsen Ratings as summarized by the Internet World Stats website (2007), about two thirds of the U.S. population uses the Internet. As Arrison (2002) points out, how many of the one third of the U.S. population that do not use the internet choose to not use it as opposed to not having access to it. With this in mind, the potential effect of the “digital divide” is minuscule.

An often-neglected positive effect of virtual worlds is in the area of gender roles, especially in such virtual worlds as EverQuest. Women can and do explore gender roles that are traditionally and stereotypically defined as male. For example, female players can enjoy exploring the elaborate and massive virtual worlds of MMORPG’s like Everquest and Warcraft. "While men and women alike can enjoy traversing these spaces, women are afforded an experience they are likely not to have had offline. While both the landscape and its creatures might threaten the explorer, in the game space this threat is not based upon gender." (Taylor, 2006, p. 98) Positions of leadership are more accessible to women in virtual worlds. “Grouping in worlds such as EverQuest provide an interesting opportunity for women not only to participate in group play, but to work closely with men and even lead them” (Taylor, 2006, p. 106). Virtual worlds can be viewed as an equalizer to the gender discrimination that has been prevalent in American society for centuries.

Virtual worlds can have both positive and negative effects on individuals and society. This relatively new form of communication is still in its infancy and its ramifications on individuals and society have yet to be fully explored and understood.

References

Arrison, S. (2002, March 13). Perspective: What digital divide. CNET News. Retrieved May 7, 2008, from http://www.news.com/2010-1071-858537.html,

Taylor, T. L. (2006). Play between worlds: Exploring online game culture. Cambridge: MIT Press.

Internet World Stats. United States of America internet usage and broadband usage report. (2008) Retrieved May 11, 2008, fromhttp://www.internetworldstats.com/am/us.htm

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