Friday, November 7, 2008

COM 125- Virtual Worlds

Virtual worlds have become an interesting part of life. As technology continues to grow, these virtual worlds become more and more realistic and more and more people are becoming involved. I personally know nothing about these virtual worlds and have no idea how you become involved, but I have heard some serious stories of how addicting these things are and the effects they can have on a user. In worlds like SecondLife, users experience an open virtual economy whereas users in World of Warcraft experience a closed virtual economy. 

In Second Life users have the ability to become very interactive by using an internal currency called Linden Dollars. These Linden Dollars can be obtained by purchasing them from other users by using real money. Users may offer services and items in exchange for this currency. These services include working in stores, business management and adult entertainment, while the items include buildings, cars and clothing. A very small percentage of users gain a net income from this economy and the issue has become a concern for taxation. Another way for Residents to make money is through real estate, just like in real life. The “open” Second Life  economy allows its users to use real life money and buy virtual goods and services with the actual money in their wallets. 

The economy in World of Warcraft is also similar to the economy in real life where as it is based on supply and demand. In the game you will most likely have to contact another member or a vendor in order to get an item that you need. These items are also similar to real life, because some of these items are easy to find and other are not so easy to find. In World of Warcraft, auction house is available to users to help them decide if they want to sell an item or wait to see if the price is right at a later time. Money is obtained by success in the game. This money is not real and cannot be exchanged into US currency. Users spend their money on weapons, equipment and skills to help them advance in the game. The “closed” economy in World of Warcraft does not allow users to pay for these goods in the game with their own money. The users must play the game and earn points to receive money in the game to buy what they need. 

These virtual worlds have become way too realistic for my liking, and it doesn’t surprise me why people become addicts. To me it seems like when a person does not have much of a social life and cannot interact with others, their only way to do so is through one of these virtual worlds and once a person becomes knowledgeable and experienced they are addicted and cannot break the habit. It is crazy to think that you can earn any sort of income from a virtual world like Second Life and part of the reason people become addicted, is because real money is involved and there is a chance of making money through this virtual open economy. I am definitely grateful to have never experience myself or anybody I know become an addict to a virtual world, because the thought of someone’s life being consumed in a virtual game scares me and I can’t imagine how someone could live like that.

3 comments:

Karina Lopez said...

I completely agree with your last statement. I tend to assume that those who frequently log onto virtual worlds tend to lack a social life.

Leigh said...

I agree with your last paragraph too. Its hard to believe how far these virtual games have come and the impression that it can make in a persons life.

Sksblog said...

Yea it is pretty scary how people get involved too much. I've read numerous articles that people's lives get ruined because they commit too much time to a game. Pick up a new hobby, but I guess that easier said than done.