Post by kunekune on Feb 12, 2010 8:38:30 GMT -5
I just watched this program about the impact of virtual worlds on the real world. For someone like me who studies social relations it was quite interesting. Firstly, what do you think about virtual worlds? When I was younger I use to play the Maplestory beta but had to quit because I got hooked. Obviously virtual worlds can have positive aspects since they give you a sense of freedom that cannot be acquired in the real world.
Virtual worlds can also be quite lucrative. For normal players or opportunistic companies, they have been able to exploit these worlds and make millions if not billions by farming the game currency and selling it for real life currency. However, if you were to spend 100s of real life currency on your account and get scammed, should their not be any provisions to ensure you get your account back just like in real life. This is actually a real problem, to the extent that Korea has a cyber police force to deal with it and many countries referring their police to be trained by Korea. Therefore is it right that most game companies/publishers have a policy of non interference? Should people be allowed so much freedom in these worlds that they can create a racial guild based on discrimination, groom or engaged in sexual acts with underage children, recruit members for their cult etc
The policy of non interference adopted by game companies has led these worlds to regulate themselves in a manner only fitting human nature. In most online games, the people with the most power or influence in the world are the higher levels. Of course this is undemocratic and in the Korean game Lineage, a revolution instigated by the Harry Potter Alliance, happened where a mass amount of low levels decided to kill the higher levels in a bid to get back power. In Eve online, they have gone so far as to make leaders of major alliances form a parliament in which the real life player set the agenda for the game companies to act upon. This sounds all too familiar as these worlds mimic the process of democratization. But if these worlds are just a reflection of the real world, is there even any point in playing? China has created their own virtual reality game in order to increase state funds but isn’t there a danger with the state running their own virtual world? If both worlds are converging, couldn’t the games economy affect the real life economy and vice versa? Is it right that major corporation have penetrated these worlds? I.e eat a McDonalds burger to gain 100 game points
What about the emotional investment? Some players really do treat it as their “second life.” Doesn’t this mean you have virtual obligations and relationships to maintain like real life i.e you need to get home at 7pm to kill a dragon with your guild. Some people even find love through these worlds. If you are having to juggle two lives eventually one will have to take precedence over the other and what if the cyber world prevails? What does it mean for humanity. Doesn’t this mean the matrix vision of a apocalyptic where humans are living in a simulated world possible or even not too far away?
Ultimately it comes down to reality or virtual? Is the future really with the cyber world?
Discuss.
Virtual worlds can also be quite lucrative. For normal players or opportunistic companies, they have been able to exploit these worlds and make millions if not billions by farming the game currency and selling it for real life currency. However, if you were to spend 100s of real life currency on your account and get scammed, should their not be any provisions to ensure you get your account back just like in real life. This is actually a real problem, to the extent that Korea has a cyber police force to deal with it and many countries referring their police to be trained by Korea. Therefore is it right that most game companies/publishers have a policy of non interference? Should people be allowed so much freedom in these worlds that they can create a racial guild based on discrimination, groom or engaged in sexual acts with underage children, recruit members for their cult etc
The policy of non interference adopted by game companies has led these worlds to regulate themselves in a manner only fitting human nature. In most online games, the people with the most power or influence in the world are the higher levels. Of course this is undemocratic and in the Korean game Lineage, a revolution instigated by the Harry Potter Alliance, happened where a mass amount of low levels decided to kill the higher levels in a bid to get back power. In Eve online, they have gone so far as to make leaders of major alliances form a parliament in which the real life player set the agenda for the game companies to act upon. This sounds all too familiar as these worlds mimic the process of democratization. But if these worlds are just a reflection of the real world, is there even any point in playing? China has created their own virtual reality game in order to increase state funds but isn’t there a danger with the state running their own virtual world? If both worlds are converging, couldn’t the games economy affect the real life economy and vice versa? Is it right that major corporation have penetrated these worlds? I.e eat a McDonalds burger to gain 100 game points
What about the emotional investment? Some players really do treat it as their “second life.” Doesn’t this mean you have virtual obligations and relationships to maintain like real life i.e you need to get home at 7pm to kill a dragon with your guild. Some people even find love through these worlds. If you are having to juggle two lives eventually one will have to take precedence over the other and what if the cyber world prevails? What does it mean for humanity. Doesn’t this mean the matrix vision of a apocalyptic where humans are living in a simulated world possible or even not too far away?
Ultimately it comes down to reality or virtual? Is the future really with the cyber world?
Discuss.