Virtual worlds break down the barriers that society makes in order to further collaboration and creation between individuals. You can be on the opposite hemisphere as someone but interact with them as if you were in the same room. According to an article from CNN many businesses are seeing the practical application of virtual worlds: the virtual meeting. This allows for multinational projects to flow more seamlessly. Instead of taking a flight around the world to meet with business partners, everyone can meet from the comfort of their own desk. A project manager from India and Guatemala could conference with a CEO in Canada without losing valuable work time to travel. Virtual worlds foster an environment for collaboration that breaks down State, and National borders.
However, virtual worlds also have a negative side. According to an article from News24.com, virtual worlds can directly influence how we behave in the real world. The study the article was based on explains that when participants played as a hero they were likely to reward the next person they encountered in the real life. This seems like a good effect of virtual worlds. On the contrary, when participants played the role of the villain they were more likely to be punish the next person they faced in real life. This revelation is scary because often times people act differently in virtual worlds then they would in real life. For example, you wouldn't spray paint your neighbors house in real life but in a virtual world if you did it you wouldn't be causing any property damage. This study proved that if you do something negative in the virtual world it will likely carry over to a future action you make in the real world. So while spray painting a virtual house causes no real world harm, the real life actions you take next probably will.
I think the future of virtual worlds will be expanding their business applications. With the emergence of social networks, the average consumer can easily create and interact without borders so they have no need for a virtual world. But virtual worlds still carry value by bringing people together for meetings. Companies that make virtual worlds could also make more of a profit selling them to big businesses than trying to get free users from the public.
However, virtual worlds also have a negative side. According to an article from News24.com, virtual worlds can directly influence how we behave in the real world. The study the article was based on explains that when participants played as a hero they were likely to reward the next person they encountered in the real life. This seems like a good effect of virtual worlds. On the contrary, when participants played the role of the villain they were more likely to be punish the next person they faced in real life. This revelation is scary because often times people act differently in virtual worlds then they would in real life. For example, you wouldn't spray paint your neighbors house in real life but in a virtual world if you did it you wouldn't be causing any property damage. This study proved that if you do something negative in the virtual world it will likely carry over to a future action you make in the real world. So while spray painting a virtual house causes no real world harm, the real life actions you take next probably will.
I think the future of virtual worlds will be expanding their business applications. With the emergence of social networks, the average consumer can easily create and interact without borders so they have no need for a virtual world. But virtual worlds still carry value by bringing people together for meetings. Companies that make virtual worlds could also make more of a profit selling them to big businesses than trying to get free users from the public.
Comments
Post a Comment