VIRTUAL
WORLDS: From fun to addiction.
Case
Study : Second life "Escape to the Internet's largest 3D virtual world, where your imagination has no limit."
The
Virtual Worlds Phenomenon:
There
is nothing new about MMORPGs (Massively Multiplayer Online
Role-Playing Games) on which thousands of people can play
simultaneously; the most popular of all being World of Warcraft.
Second life however is not a game, it is an online community, a
virtual world allowing users to interact with one another, and design
their lives, jobs and avatars.
As
a matter of fact it is with the appearance of second life in 2001
that virtual worlds began to grow in importance. Indeed around 13
million people have visited Second life at least once and there are
about 450 000 regular users in a given week.
Those
online communities are for the most part, in 3D and the content is
generated by the users: they can be themed, with goals and missions
or simply an interface where people can communicate, bound and
experience whatever they want. According to Nielson Online, in 2008
Second Life was the third most popular application in the UK,
following Facebook and YouTube, in terms of minute spent on the
website.
A
dangerous form of Participation/ Interaction:
As
Nico Carpentier states, Media Participation is about the audience
taking part in media organisational decision-making (structural
participation) and, in the participation in production of media
output (content-related participation) which is the one we are
interested in when focusing on the impact of virtual worlds on the
participants' lives.
As
a matter of fact, the concern with virtual worlds is that with this
participatory audience, with the user becoming the 'prod-user' (e.g.
Bruns. 2007) creating content in the interface, the participant's
actual life becomes totally embedded in his or her virtual life.
Those
virtual worlds imply that the participants must be active. However,
as Hoijer states, we should avoid 'the trap that being active is
always best for the audience'. As a matter of fact, letting a
non-professional user create online content can be dangerous for the
participant himself, as he or she could end up by not being able to
differentiate real life with the virtual world.
Considering
those risks when engaging with virtual worlds, we can wonder if the
internet through those MMORPGs is the new way of escaping from
reality.
Example
of side effects: Psychological risks, depression, violence.
In
England in 2008, a woman asked for a divorce after catching her
husband's avatar with an other woman in Second Life. As the Guardian
states “Fact an fiction have collided in heartbreaking fashion”.
This is when we realise that for second life's users it is not a game
like the Sims. As a matter of fact for them it is real life, even if
obviously there was no other exchange than a virtual one, the woman
actually considered the fact that his husband's avatar was chatting
passionately with another avatar, as cheating.
However
it is not the worst issue, as it is more about shy people who take
shelter in their virtual lives. As a matter of fact, behind their
screens through their good-looking avatars they finally find the
courage to talk to people and bound with the other participants while
behind in the comfort of their home, not having to worry about their
physic, their looks. This is when the addiction begins, when people
actually start to think that their online life might be better than
their real one. This is how thousands of player end up playing
between 15 and 20 hours a day, living their “other” life.
The
problem being that at first, players have the impression that those
virtual worlds like SL are the solution to all their problems, they
are finally able to open to people about your problems, be more
confident, but it becomes a trap as it gets harder and harder to go
back to the real life and face reality. Indeed it is much more easier
to just escape to your avatar's perfect life.
“SL
can be addictive, as you get such a buzz out of meeting people and
having good times that you want to repeat the experience over and
over. But like real life, it doesn't always work out that way” (CNN
Report).
Moreover,
Bailenson's research has demonstrated that even only 90 seconds spent
on a virtual world with your avatar is enough to change your offline
behaviour, in the short term. The problem is when the users consider
SecondLife as a second chance, then when the users realise that it is
not true, the disillusion leads to some of them wanting to commit
online suicide. As a matter of fact, it is not rare to find groups of
avatars talking about suicide, as they are not satisfied with their
online lives, or if they need to devote more time to the RL (real
world). However as for them the line is very blurry between real and
virtual world we can wonder if those kind of online behaviour would
actually lead to the same real behaviour.
Finally,
it is important to look at the irrational and crazy behaviours that
people can have on the virtual world, leading them to do break real
life laws. For example a Japanese woman who was so angry because of
her virtual divorce, killed her online husband's avatar by illegally
hacking into a computer to carry out her virtual murder.
This
all demonstrates how, recently, virtual lives have had more and more impact
and consequences on the real world. Is this kind of participation
dangerous then? Is it the result of the virtual generation, who is not able
to distinguish what is real from what is virtual anymore?
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