Chapter 1: Introduction
The number of persons using the virtual world increases at a rate of 15 percent each month. The growth is projected to rise. The reason is that the growth parameter shows no indication of slowing down especially at this moment, when technological advancement has increasingly integrated into all society facets. The idea of playing in the virtual world is hard to imagine, because it was only a fiction back in the year of 1992 (Stephenson 1992). The Neal Stephenson’s novel named Snow Crash appeared a few years after, in which users of the computer based system were able to mingle in a crowded street and talk with virtual versions of one another (Stephenson 1992). That was the turning point, when such science-fiction began. At the moment, a significant section of world population has become integrated in the virtual world. Various investigations are being carried in order to understand how virtual world reality has been able to spread around the globe to different people in different countries. Virtual world is neither private nor public owned. It is the people interaction that makes it a world (Meadows 2008).
A research in virtual reality is mainly concerned with the modern game phenomenon. Despite such wide interest to the theme of virtual reality, the psychosomatic mechanisms of involvement in the game remains poorly investigated (Meadows 2009). Therefore, the purpose of this research is to analyze the influence of virtual reality games on the psyche and social emotions of the person, who participates in the role games. It will also outline the reason of social migration from the real world to the virtual reality. The paper will identify the social aspect and the future through the use of new technologies in the game environment, as well (Meadows 2008).
Hypothetically, active and continued participation of persons in the virtual reality games leads to changes in the perception of self-identification, because virtual reality results into the emergence of its new forms. The research will mainly explain the correlations between behavior in the virtual gaming world and real life. Virtual reality has varied definitions and interpretations. From a technical perspective, virtual reality is related to interaction that occurs with the computer technologies. From a philosophical perspective, it is normally described as a possible area, in which the subject interacts with others. Lastly, according to psychologists, virtual reality is usually understood as an artificial modification of reality and the way of person’s behavior with these modifications. Therefore, virtual reality is usually considered to be the interaction of these three perspectives (Meadows 2011).
The roots of virtual reality as a technological set serving the current and future needs of many companies and organizations have grown enormously, especially in the areas of training, designing, communication, simulation and modeling (Meadows 2011). By estimate, at the end of the 20th century, a virtual reality world had become the revolutionized technology for selection. Virtual reality is actually a promise for computer application revolution in the modern world, and it has been beneficial for research and development of many nations. The virtual reality technology is viewed by inventors as an innovation that assists in the development of creativity and design for human beings (Meadows 2011).
Many researches have progressed into what the virtual worlds can do. Virtual reality is commonly defined as an artificial computer-simulated reality, in which the people interact. It is characterized by three-dimensional graphic space. It has been widely applied in different environments such as education, experimental investigation and construction simulators’ design (Roberts 2010). Currently, its dominant area of application is in development of the simulator and electronic games. Through virtual reality, users are normally capable to find different ways of interaction with the real world. There is an emerging aspiration to integrate the virtual world with the real things, when the research on virtual reality expands to augmented realities. The reason is that the world around us is a vast source of information, which can be difficult to duplicate on a computer in details (Roberts 2010).
Psychological research in the virtual world with a primary focus on the application of the inventive platform has been conducted (Gackenbach 1998). The in-depth understanding of the virtual world is essential in the investigation of both the old-style Internet world paradigm and human behavior. Studies have shown that the virtual world and offline personalities of users are usually different. However, they have a significant relationship.
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Other psychological investigation has identified the needs to explore the reasons for indulgence in the virtual world, as well as the emotional state of the virtual world users. It has been found that many virtual world users indulge in virtual games in order to escape the reality of their life (Gackenbach 1998). Others are in search for psychological and social comfort. Many users find a sense of freedom and self-acceptance through participation in the virtual world. The structural design of the virtual world permits the user to flourish in it, and he/she becomes addicted to the virtual life at the end. As a result, it becomes a challenge especially when dealing with other people and real lives emotionally (Gackenbach 1998).
The exploration of freedom is usually attributed to the anonymity that is provided by the virtual world. It provides an opportunity for an individual to escape the limits posed by social and family norms and expectations that are common in the real world (Roberts 2010). Avatar personality experiences are usually similar to the experiences brought by the use of alcohol and other drugs that help an individual escape from the world of reality. The Avatar does not only symbolize a basic instrument in the cyberspace, but it has become a bridge between the virtual and physical world for persons, a pathway through which people are able to express themselves among other social players. Avatar has fundamentally become a vehicle for altering ego that individuals apply in order to exist among other persons finding the same satisfaction (Roberts 2010).
Virtual reality is a genuine technology for the reality world, because its impact on social behaviors is thoughtful just like the influence of any other technology. Virtual reality has led to a dissociative disorder, which is a condition that includes all the physiological impacts of virtual reality. It is usually characterized by a lack of realism in the physical world of individual or complete isolation from the world realities (Turkle 1996). The result of this condition normally includes corrupt social behavior and hallucinations based on the animations from the virtual world. In addition, the other virtual world user becomes enthralled into the virtual world to the extent that they turn to be unrealistic in nature. At chronic level, psychologists suggest that users tend to be a threat and anti-social elements in the real world. The current increase in violence among the youth has been attributed to the unreal mindsets that imparted to their mind by virtual reality games and videos.
Chapter 2: Literature Review
Some sociologists believe that technological innovation is a single and most significant source of the social transformation. When people wanted to communicate with others in the past, they wrote letters, which took weeks to arrive at their intended destination. In the modern world, letters are no longer used as the main method of communication. A person only needs to use a cellphone to text or call or the instant messaging services on the computers in order to reach other people thousand of miles away (Jocz 2012). Even though it is easy to connect with a lot of people at a distance of many miles, sometimes we tend to be isolated from the real world. During this computer age, the meaning of identity has totally been changed. Once we are logged in the computer, we normally tend to be a different person.
Massively multiplayer online role-playing game (MMORPG) is a type of role-playing video games, which has an exceptionally large number of players. These players interact with each other in the virtual game environment. In MMORPG, an individual creates an avatar, which is an interactive and social method of communication for the person playing the game. Just like people, an avatar exists in different dimensions, and they view the world from different viewpoints. Avatars can never look like the user. Therefore, the users easily transform themselves into any person, whom they wish to be. In Avatar, Mark Stephen Meadows indicated that the majority of female avatars in the second life are males in the real world. Different from other MMORPG games, there are no princesses to protect or dragons to murder in the second life.
If there were a choice of taking place in the outside world, one would find the same banners in the virtual world. This aspect makes the Second life world to be seen as being more existent than in any other game. For some individuals, the virtual world is viewed as the one, which surpassed the real world of its users. The reason is that environment resembles the real world in the virtual reality. The only variation is that the user is usually given many choices of avatars. Another difference is that life in the second version is much sweeter than that in the real world. There is nothing more attractive than an opportunity to live life in a world that one can freely modifies according to preference, as well as being a person one want to be, especially when the world is less satisfied. Acknowledgement is a not an inattention part of demonstrative and emotional need. If it is hard to get, it is difficult for the individual to accept his/her identity and reality. As a result, many persons normally prefer their avatar persons to their real life.
The majority of people have negative experiences from talking to others, when they are engaged with their avatars in the virtual world, and it is normally impossible to have solid conversation with them. In most instances, people get lost from reality to the virtual world. In Life on the Screen, Sherry Turkle wrote in detail that the network life permitted to hide from others, even when people were tethered to each other. Sherry used several instances in order to demonstrate how the games such as the Second life separated people from the real world. For example, leaving in the virtual reality is not in contrary to the regulation, but it still breaks hearts (Turkle 1995). “Now I feel paranoid whenever he is on the computer. I can’t get it off my mind that he is cheating, and he probably is tabulating data for his thesis. I feel as if my trust and confidence had been violated. It must be clear that this sex thing has certainly hurt our marriage” (Turkle 1995).
This is a concern that was pinpointed in I, Avatar, Cyber Junkie and in all other books that about virtual reality games. However, Turkle is not only anxious about the issue of online user’s identity, but, in fact, she is more concerned about electronic interaction between people today (Turkle 1995). In her book Alone Together, the author extensively explored the problem. Instead of talking via phone, most people prefer to send text; instead of writing letters with expressions of emotions, they give preference to edit Tumblr blog. In her book, a law student, who is just 23 years old, protest when friends apologize online through social media sites. The student argues that an online apology is just excusing to the social media site. Turkle notes that these trends are not showing any sign of decline, because people are more and more inclined to modern technologies (Turkle 1995). Turkle also indicates that people always claim that they want to talk, but they are restricted by lack of time. Therefore, they urge their friends to send an email and wait for feedback later (Turkle 1995).
Both I, Avatar and Alone Together discuss the relationships in the second life. Alone Together exemplifies that the real world is negatively affected by the avatars (Turkle 2011). The book explains in what way powerful businesses produce the games so fast and what happens to users, when they cross the impediment of entry into the virtual world. In Synthetic Worlds by Castronova, three significant events are mentioned. The first is when the user characterizes avatar’s attributes as the personal characteristics (Castronova 2005). The second occurs, when the user makes emotional investment in an episode of the virtual reality. The third happens, when the user realizes that the labor in the virtual reality could essentially be valued just like the labor in the physical world (Castronova 2005). In his book, Meadow explores the examples from the Entropia universes, which were the first virtual world banking licenses that were auctioned for a total of $404,000 to a real world banks’ consortium (Meadows 2011).
In I, Avatar, the issue of the game impact on science is discussed. The book also expounds in what way the evolutionary trends in second life contributed to a significant amount of psychological and sociological investigations. On the other hand, Turkle shows no interest in psychological and sociological research in the book Alone Together. Turkle mainly focuses on the way people put a lot of attention to the machines and care more for the things in the virtual world than for the persons around them. According to Turtle, this situation makes people neglect their family and friends.
Cyber Junkie presents a complete opposition to the Cyber Worlds. The author applies an extensive scientific and social investigation complemented by the personal stories of cyber world users in order to develop a step-by-step recovery guide for players of virtual games. Among all these volumes, it is the only book that treats virtual video and games as pure evils (Roberts 2010). Though both the Life on the Screen and Alone Together also cover the negative point of view on the computer culture, Turkle is more concerned with the response of people. Therefore, it will be essentially better, if the readers understand the most valuable thing in these books.
Chapter 3: Methodology
A lot of different forms of massive multiplayer online role-playing game abridged as MMORPG are practiced by many teenagers in both high and middle school. In such a case, the own experience can be used for this research, as well. The books about cyber world and virtual technology with psychological explanations are also beneficial to the study. They will provide detailed and deep cause of present day addiction to virtual technology. They will note the effects from a psychological point of view. Through this research, information about multiple personalities lived in a cyber world will be get, and the reasons of more expectations from technology and less from each other will be analyzed.
It should be mention in what way the games and designs involve “brainwashes” of people and make them stay in the virtual world. Crucially, the reasons for the phenomenon of the strange social migration to the cyber world will be examined together with the way second life actually becomes a first being for the player. The manner this migration affects the real world will be investigated. Finally, the overall work of MMORPG avatar system will be presented. The research of the core question is linked with the books and internet sources such as statistics and game introductions. Thus, the main question is whether people live another life playing online games in virtual reality. Some of the Freud's interpretations, particularly his answers on dreams, will be of immense help. They give a relationship between the cyber world and dreams. A little from history and the future of massive multiplayer online role-playing game will be summarized.
Chapter 4: ResultsWant an expert to write a paper for you Talk to an operator now
Profits and Revenues from Video Games
MMORPG is played all over the world. In the year 2005, the revenue from the game exceeded half a billion dollars. In the western countries, the revenue raised to one billion U.S dollars in the year 2006. In the year 2008, western consumer spending on the game grew by 1.4 billion U.S. dollars. The most subscribed form of the virtual world is the World of War Craft (Mahar 2009). This popular MMORPG has more than ten million subscribers according to the survey done in the year 2012. In 2011, Star Wars: The Old Republic was released. It became the first MMORPG, which gained popularity in a short period of time. It had registered one million users within the first three days of its unveiling
Currently, the video gaming industry generates billions of dollars every year. In the United States of America, the gaming industry had a total sale of 74.1 million units in 1996. It generated 2.6 billion dollars. In the next fifteen years, the industry had a total sale of 245.6 million units that turned into 16.6 billion dollars. The collected total revenue was 24.75 billion dollars. In the recent data released by NPD Group in 2011, U.S video game software sales reached 8.8 billion dollars after the sale of 229.8 million units. The demand of computer game also raised (White 2008).
A total of 15.8 units were sold at a price of 450 million dollars. NPD Group also reported that the purchase of digital add-on content, full videos, mobile applications, subscription and social network games also considerably increased. According to Brandon Curial, the president and CEO of game development, old games are not stopped playing, and there are young kids that ask for new games each day (Zigurs 2001). Further, he says that even parents are playing these online games. This means that the market is expected to grow in the future.
In spite of the old beliefs that only boys play video games, it was established that females play video games, as well. According to a survey by Entertainment Software Association, 42 percent of people, who play these video games, are women (Bainbridge 2010).
The competition in the global market for new and better video games incites companies to develop quality games with better graphics that will provide customers with engrossing storylines (Castronova 2007).
Chapter 5: Discussion
Definition of MMORPG
MMORPG (Massively multiplayer online role-playing game) is a video game, where a considerable number of players intermingle with one another in the virtual game world. The virtual world is a computer based imitation environment envisioned for its users in order to interact and inhabit via avatars. In these games, people as players undertake the role of the character in the game. The player takes control of the character’s actions in the game (Skurzynski 1997). In MMORPG, one makes an avatar as his/her image in the game. Avatars come in altered dimensions, and they observe the world from diverse perspectives as people do. Avatar can look not like the user. Thus, users can change themselves into anyone (Skurzynski 1997).
In Avatar, Mark Stephen Meadows showed that many feminine avatars could be men, in fact. Unlike other MMORPG, there are no dragons to slaughter, and no princess to save in this computer game.
History of MMORPG
It can be said that Rob Trubshaw’s virtual world MUD 1 was the first fruitful virtual world. He wrote the game in his final year of computer science degree at the Essex University. Later, a decision was made that required the game to be rewritten into two separate parts. The decision was made after the difficulty of game sustenance had been realized. The game had to be separated into multi user dungeon language and the game engine (Westwood 1997). This should pave the way for regular updates of the game without strong impact on users and vice versa.
In the year 1980, the maintenance and development of the game was assigned to Richard Bartle. As a result, the popularity of it increased in the United States. This was followed by intense competition among many individuals and companies (Westwood 1997).
This game entered the online or internet market due to the increased competition in the U.S. In the beginning, a method of payment was requested to do per minute. The demand for the game increased, and price wars among the companies began to emerge. Afterwards, a mode of settlement was changed to per hour. Though it was not worth while, and companies began to enforce payments from their customers on a monthly basis. It considerably reduces payment for users and made the virtual games more accessible to them than earlier. In present-day business, these games are known as MMORPG, because many players are connected and able to experience virtual reality (Westwood 1997).
Freud’s Interpretation Theory
Sigmund Freud is considered to be a pioneer in the psychoanalytical interpretation of dreams. Freud holds probable that a dream is primarily an act that guards sleep through disconnecting one’s mind from reality and putting out all external inducements. Freud claims that the human mind protects the sleeping person from being distressed by external inducements such as pain and noise at night (Freud 1950). The mind also protects the sleeping person from the internal stimuli such as fears, emotions, desires and dissatisfaction. The Freud’s focus was mainly concerned with the internal inducements. Freud upheld that all negative sentiments, unconscious desires and forbidden thoughts must be censored or disguised for a person in order to sleep quietly. Otherwise, the sleeping person may become disturbed by these internal stimuli: hence, they eventually wake up. Therefore, the understanding of dreams helps penetrate into the dreamer’s subconscious (Freud 1950).
In relation to virtual reality, the understanding of the subconscious mind can significantly help realize the underlying psychological satisfaction and experiences of the user (Gackenbach 1999). The reason is that the experiences of the cyber world are essentially similar to a dream. In both the dream and cyber world, the individual is usually capable to perform the things that cannot be performed in the real world (Gackenbach 1999).
According to Freud, the dream is composed of two main parts: the manifest and latent content. The manifest content supposes that people can keep in mind dreams as soon as they wake up (Freud & Crick 1999). It involves everything that a person can consciously describe to another individual trying to remember the dream. Sigmund Freud proposes the manifest content has no meaning, because it is merely a concealed representation of the accurate thought underlying the dream. On the other hand, Freud thinks that the latent content has the true interpretation of dream, the unconscious desires and the forbidden thoughts. However, the difference between the latent and manifest contents is possible in rare cases (Freud & Crick 1999).
The Future of MMORPG Development and Speculations
As the gaming industry continues to grow, one can only wait and see in what way the future games will look. The further development can be seen through some objects.
One of the significant advancement in the gaming industry is the use of middleware. This is the splitting of the game into smaller parts such as physics engine, character database and graphics engine. These new engine definitions such as Math Engine will be used to play high profile games.
New MMORPG Frameworks
Some companies have already specialized in creating a new framework engine as a whole package. Such companies include the Big World Tech.
Currently, the most prevalent form of MMOG is MMORPG. Such games are far less demanding than other genres. Future genres may include first person shooter, simulations, super hero and strategy.
In Star Trek films produced by Gene Roddenberry, there is a device known as holo-emitter. This know-how was re-processing of light in order to create 3D objects and avatars that had the capacity to interact with humans. This influenced the creation of an advanced artificial intelligence, which was a key part of Star Trek (Cherny 1999).
How the Avatar System Works
The Vostopia Avatar Operating System involves a step-by-step procedure of player. It can be said that vostopia avatar is a hosted service. This means that people provide servers that host the avatar effects and the user database. Later, the players or game subscribers connect with the hosts servers. Servers can now authenticate or validate users and load their avatars. In order to get their signed up account, all subscribers require a vostopia account. The account is used for keeping the trail of user’s things and their present avatar set up (Zigurs 2001).
Creating an Account
Subscribers or users must validate their accounts in order to convey their avatar in various games. These accounts can be connected with single sign-in for resolutions. Some signs are included Facebook connect. This helps ensure a clear user validation experience.
Setting up of the Game Id and API Key
The game API and Id key are kept in a vostopia API installation of objects in the panel settings. Since both the Id and API key are kept in a resource file, it has always been included in the build and can be instantiated at runtime without being immediately used in any scene. The vostopia API settings are normally generated spontaneously by the editor, and the calmest way of editing is to use the vostopia setting window.
Connecting to the Vostopia API Server
In order to contact the server, the games must have the vostopia API control prefab in the extract. This controller contains links to the UI prefabs.
Loading the Avatar
Once the server connection has been established, the author becomes validated about his/her authenticity. The game can start at the moment downloading the avatars.
Users are given a chance to customize their avatars in two ways. They can change the clothes as well as select the avatars’ base parts. When selecting the avatar’s base parts, the player is given the option to change the avatar’s skin, gender, hair cooler, facial hair and hairstyle. All these customizations are given by vostopia free of charge.
Extent of Addiction to Video Games (MMORPG)
Almost half of players can consider themselves to be addicted to video games. The majority of these people tried to quit playing, but they were not able to do it. Some become irritated, when they fail to learn how to play these games. There are those, who spend more than ten hours on these games, while others spend almost all their time (Levinson 2003).
Levels of Addiction
Addiction can be viewed from different perspectives. Number of hours that the individual spends can be a reasonable indicator for the level of addiction. There is mild addiction, when the individuals participate in these games in their free time. On the contrary, there are those, whose addiction has grown to a level of chronic disorder. Such people cannot do anything else apart from gaming only. They end up spending all their time glued to the screen (Levinson 2003).
Reasons for Addiction
Some of the reasons are peer pressure, idleness and exploration, when people want to experience the virtual world. Some claim that there is no fun in the real world.
How Avatar Players Invest Emotions and Time into Their Online Character
Video game involves the selection of avatar, which is controlled by the player. The player takes on the position of the avatar in a video game. The player’s emotions are deeply connected with the avatar, and he/she can feel being heartbroken to some extent, if the avatar fails in one or another way (De Mesa 2009).
Why People Expect More from Technology and Less from Each Other
In these virtual worlds, people are free to interact with each other across the world. This lead to the thing identified as cyberspace. It means the daily interactions with the computer. People interact with computers on a daily basis because of diverse reasons. Some interact with computers checking new email messages from friend; others make airline reservations for their trips; the final and, perhaps, the most noticeable reason is that people socialize through their computers (Dibbell 1998).
In the course of this socialization, people have found themselves in virtual worlds. The increasing number of social sharing sites like Facebook and MySpace has led to the development of virtual relationship between people. Human individuality is declining due to the shortened distance between the computer and man.
This can only mean that people expect more from the virtual world than from each other. Nowadays, many cannot clearly differentiate the computer and human being. When computers were firstly discovered, they had no feeling (Dibbell 1998). This made a significant difference between the computer and person. In the contemporary computer world, technology has improved, and computers become more and more like humans.
The present day computers have many similarities with humans. They can feel, hear and talk. This made people talk to computers as to real persons. Studies have indicated that the world will have more advanced computers than the current ones after twenty years. This can mean only one thing that we expect more from technology and less from each other (Jocz 2012).
What Make People Stay in the Virtual World
Some of the existing literature tried to put forward many theories about why many people stay in the virtual world. The most obvious reasons people for staying in the virtual world are diverse. It depends on things like age, social status and gender. Some people claim that they participate in the virtual world as a means of exchanging information with friends. Others say that they stay in the virtual world in order to have social support. There are those, who stay in the virtual world for entertainment and new friends (Jefferis 1999).
The research in social psychology has revealed that people join the virtual community in order to have a sense of belonging and be affiliated with others. These virtual worldwide communities act as sources of information for subscribers. As for the social identity theory, social influence can make people stay in the virtual world to a great extent. Peer pressure has the capability to make a person join and participate in these virtual worlds.
Social science studies gradually assume that the gap between the real world and the virtual reality is narrowing at tremendous speed. Studies continue to show that human experience may no longer stand a duality. Social scientists consider that people do not think about the real world as divergent to being online any more (Boorstin 1998).
At the beginning of the Internet revolution in the 1990’s, the world has witnessed the development of Web 2.0. Since that time, human migration in the virtual world has increased. In Second Life, people are able to buy virtual houses with actual money. It the Farm Ville, people can wake up at night and keep their virtual grapes from rotting.
The Strange Social Migration from Real life to Cyber World
From a technological point of view, the current world, where we live, is much far different from the world that was five years ago. Computers become more influential, powerful, and they are linked by wider and faster pipes. In the massive multiplayer online role-playing or the gaming world, there was the movement from the remote desktop gaming to massive interconnected virtual worlds (Castronova 2007).
All this can be termed as the migration of people from the real world to the virtual reality. This begs the question of why human beings are going the virtual way. It should be noted that people are going the virtual path, because the real world is not an attractive place for them. There is no fun in the real world. In contrast, virtual worlds are expertly designed in such a way that they offer much fun for people. This is true, because human beings will always invest their time in places, where they are able to experience some fun. These people will not listen to what the government or their parents should tell them on matters concerning their participation in the virtual world (Castronova 2007).
Taking into consideration that people, who operate these virtual worlds, organize the ways and means of controlling and restricting the interactive games, more and more people are subscribing. Consequently, people use a substantial amount of their valuable time in these virtual worlds.
Contribution of Game Companies to the Social Migration
Companies in the virtual world industry are focused on and come up with some interactive technologies in order to make the gaming world more fun. This leads to the migration of many people in the virtual world. Virtual economy is jumping up now to place real business life in the virtual world. This negatively impacts even the fundamental aspects of human life such as sex (Levinson 2003).
Living another Life through Playing Online Games
There is no way that virtual world will be like the real one. People live in a fantasy in the virtual world. They will spend much of their time there, because these worlds have been designed in a way that provides with maximum fun experiences for subscribers. When such people are required to come back to the real world, they return with anticipations that the real world ought to be more enjoyable. Since this cannot be the case, they migrate back to the virtual world (Friedman 2005).
Multiple Personalities in Cyber World
In the present-day world, the way of the computer use has evolved over time. This had serious impacts on the users of computers. Lack of time to be with a friend made many people turning to the virtual world. People of today believe that the virtual world has more fun and can more offer than the real world. This has led to more people participating in the virtual world than in the past. From this trend, it can be only expected that more people will be detached from the real world. The computer connects millions of people across the globe. The computer is changing the way people think and see themselves due to its increased penetration into the social life. When computers were invented, they were intended to be used in order to help people write and communicate with one another in a better way. In the last generation, computer usage has transformed drastically to the extent that it mainly provides humans with the virtual world (Friedman 2005).
Chapter 6: Conclusion
The global online virtual industry continues to grow with each dawn. This is despite the United States regulatory checks and the economic recession. A recent finding shows that eighty percent of all Internet users at one time are involved in second life. Taking into consideration the high level of Internet coverage in countries like China, twenty-six million of its population takes part in Internet games (Turkle 2011). As a result, from fifty to sixty million of Internet users normally participate in the virtual world. This increase in the virtual game world was associated with the following factors:
I. The increased growth rates of the present-day world social networks such as MySpace;
II. The increased usage of Internet by young people, particularly students and teenagers;
III. The growth and infiltration of Internet enabled by computers or laptops in this generation and the spread of easy access to wireless internet;
IV. Involvement of key firms like IBM in the virtual world has also enhanced the development of virtual online games.
Currently, at every single moment, millions of individuals interact and dwell in the virtual worlds like Worlds of War Craft and Second Life. After next several years, the rate of subscriptions to these virtual worlds will be in the tens of millions or even billions. This will turn into an extremely large number of people migrating from the real world to the virtual reality (Castronova 2007). These people will devote an excessive deal of their time every day in these virtual worlds as opposed to the little time they will spend on the real world.
Therefore, it is fair to conclude that the migration trend from reality world to virtual reality caused by the development of new virtual games and technological advancement will continue to rise. The future of Massive Multiplayer Online Games will influence the user’s behavior to a large extent. The increased interrelationship of user’s personality between virtual reality and human behavior needs more research in order to gain the in-depth understanding of the underlying reasons. Further research will help in finding psychological solutions to the psychosocial issues that force users to seek satisfaction in the virtual world.
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