Wednesday, March 22, 2017

Modeling Reality with Virtual Worlds

Real life brings uncontrollable variables, virtual life on the other hand isn't as unpredictable rather much more controlled. The virtual avatar environment in online worlds such as Second Life allows players to create an alternate reality and do what ever they please. Players can even use real money to buy items in the virtual space which opens up a whole new market for revenue. It even provides a sort of utility to get a feel for architecture and interior design. 

Many things can be purchased like land, house, furniture, and clothes. Shorty after the recession of 2008, Ruth La Ferla of the NY Times interviews a virtual business owner, Jonty Glaser, who states that, "as fewer people travel or spend on entertainment, we have seen them focus online and accelerate purchases." Good thing about virtual worlds: in recessions, consumers are still able to make "micro-purchases" as Glaser describes in the article. Businesses are starting to use Second life to host virtual meetings. Mark Tutton of CNN writes as travel budgets are constrained during the recession, companies are seeking other ways to meet up and collaborate. Fast forward 20 years after these articles were written, we will be reading about VR headsets and first person view styled virtual worlds.


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