Virtual worlds are models of the real world. They can
be used in many ways and in any industry thinkable because virtual worlds mimic
the real world. For example, in Avatar
II: The Hospital, Simon writes about a virtual simulation of a chaotic
situation that can happen in a hospital. Nurses can play on this simulation for
practice so when a situation like this one does pop up they can be prepared. In
another example, the virtual world is used for meetings because it is less
costly and still has the same security as a real life one. The virtual world is
not just a game. It is beneficial in many ways. It provides training programs
for the military, medical procedures for doctors, psychology therapy, training
astronauts and many more. The virtual world can do all this because it mimics
the real world. However, there are some negatives to the virtual world such as
lag time and it overlooks basic laws of physics. In Going to the virtual office
in Second Life, Tutton states, “one
problem is that virtual teams may not share national and organizational
cultures, and that virtual workers should make a conscious effort to see things
from their colleagues' point of view.” Virtual worlds foster creativity because
there is no risk to whatever you try. You can try something out in the virtual
world and if it works you can bring it back to the real world. I think more and
more companies will be using virtual worlds to do the tasks that take
travelling, time, and money because via the virtual worlds it is free.
Simon, Stephanie. Avatar II: The Hospital. The Wall Street
Journal, April 13, 2010
Going to the Virtual Office in Second Life. CNN.com. Nov 5,
2009
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