It also comes with its pro and cons attach to it. In virtual world, people enhance their imagination by connection and developing ideas with others. It is a great scope for communication, social encounter, potentially improve operators' skill without making mistakes in real world, unlimited freedom, and many more. Biocca and Levy mentioned in their book that, "VR will provide a communication environment in which the danger of deception and the benefits of creativity are amplified beyond the levels that humans currently experience in their interpersonal interactions." Also people will feel worthless, low self-esteem, or even self-destructive acts when it comes to virtual worlds.
Yet it promotes creativity, because of its distinctive domain. Where people can be benefited commercially, medically and educationally in the Virtual Worlds. Commercially, business organization can advertise their products, cut down business trip expenses, learn customer reaction toward a new product, practice medical and nursing skills, and not to mention how the Universities have been creating classrooms and campuses in virtual worlds to cut down many expenses. It can be fostered with endless creativity, which opened up many other possibility for others.
Virtual worlds are still unknown among many people. In the Forbes website Jacki Morie mentioned, "the Second Life phenomenon gave virtual worlds a bad name; it was too early to make a business out of it any large-scale sense." Minecraft game is exceptional, which is the only game was recognized among children. The virtual worlds yet to need target specific demographic section and have to be more innovative that haven't been represented before to up raise its business.
Work Cited
1. Mehta, Diane. "After Second Life, Can Virtual Worlds Get a Reboot?" Forbes.com. 30 Apr. 2013. Web. 21 Mar. 2015. <http://www.forbes.com/sites/ericsavitz/2012/08/13/3d-video-technology-moving-far-beyond-hollywood/>.
2. Biocca, F., & Levy, M. R. (1995). Virtual reality as a communication system. In F. Biocca & M. R. Levy (Eds.), Communication in the age of virtual reality.
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