Modeling Reality with Virtual Worlds

The phrase ‘Virtual World’ can often be associated with the likes of video games such as The Sims and Minecraft. The user makes an avatar which is according to  Chris Dede and Lisa Dawley is a “digital representation of oneself”. With that avatar you can interact with other avatars and functions of the ‘digital world’, a map or area that exist on a server.  Using simulations, a subset of Virtual Worlds, a user can interact in real-life environment with positive or negative feedback. 

Newer technologies are allowing for cheaper simulations, especially in the field of science.  An app called Foldit simulated protein DNA and the user has to fold them to create a molecular block. The virtual interaction with the 3D protein allows for users to build and modify in a real-life environment. This could advance research by allowing for more science to participate however most participant aren’t scientist, they are just playing a game.


It has been proven that virtual worlds can solve problems, but what studies have been done to show its effect on the user? A virtual world could be someones “second life” as said in Social Influence and the Diffusion of User-Created Content. A virtual world can allow for outside inputs such as friends suggestions which you may immerse yourself in. The user is advertised to and is geared certain content. We can’t be sure to what effect this may have on someone. 

The future of virtual worlds is sure to grow. With newer hardwares available for augmented reality and embedded devices, everyone will be adding additional devices to connect to the virtual world or the Internet of Things. I believe google glass  mayor been ahead of its time and possibly outplayed by the iWatch but wearable devices will allow you to be ‘in the know’ at anytime. 

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