Virtual Reality or ‘VR’ as it is known, is a process that has taken the world by storm throughout the past few decades. Virtual reality itself is a computer generated program that immerses the participant in a world outside of reality. As a result of this it would seem as though people are confusing their own reality with their virtual world lives. This can be seen through players spending the majority of their lives on the game, using real money to buy and bet on items in the ‘2nd Life’ realm and the introduction of virtual reality casinos and violence entering this VR world. With this new VR world sweeping the real world by storm, many questions have risen as to whether VR worlds are safe, and if not what health risks do they impose, the life changing abilities 2nd life is having on real players lives, as well as weighing up the effects of virtual reality on human existence.
An article released in Washington Technology, in July 1994, expresses the intense need for people to understand and believe that virtual reality is not safe and is something that can harm your health. Within the article it is stated that simulated virtual technology once immersed in a game can cause vertigo, motion sickness, flashbacks, spontaneous seizures and in more general cases; anti-social behaviour. (Washington Technology, 1994). Yet on a more general scale, when discussing virtual reality games using a computer or television screen, there a many side effects of prolonged use, even in the short term. These problems are often associated with the eyes, small screens can cause cases known as ‘flicker vertigo’ which can cause epileptic seizures, in only a very small population however. Virtual Reality itself does not seem to present a large number of side effects with prolonged use, especially when it comes to VR games such as 2nd life, yet it would seem as though there are other areas of such a game that are causing people to become cautious when playing such a large, mass used game.
One of the main problems with such a popular and expanding game is that, VR worlds such as 2nd life are not longer just a ‘game’ but instead are becoming the centre of business and money making centres, this is a good outcome at first glance but is causing violence and illegal behaviour online. When immersed in a reality such as 2nd life, a player can make ‘linden dollars’ whilst playing which can be converted into US dollars with roughly 300 linden dollars to 1 US Dollar. (2nd Life Website, 2004). An article released in News Week, in July of 2007, stated that one woman in particular; Ailin Graef, who’s virtual avatar, Anshe Chung made her the first 2nd life millionaire in 2006. This virtual character, controlled by Ailin in the real world, bought and developed 2nd life land which has made her over one million dollars worldwide. (Bennett, S; Beith, M, 2007) Yet although this aspect of a virtual world is an enticing way to make money in a quick and easy manner, 2nd life has brought in over 8 million online avatars, creating a world within our own reality. Violence and illegal behaviour has become evident and caught the eye of many FBI investigations of late.
Within the virtual reality world of 2nd life, FBI investigations have led to the shut down of in realm casinos, media reports suggesting that 2nd life may be a playing field and training area for future or current terrorists. Yet these were all to be stopped with the introduction of a banning of ‘Broadly Offensive’ behaviour (Tech Crunch, 2007). This would be put in place by US authorities entering 2nd Life to help stop and reduce acts of virtual paedophilia. As a result of this investigations found that there is a place within 2nd life called ‘Wonderland’ which encompasses current players dressing as children offering prostitution in the virtual world, in a state that looks like a playground that children would play in, in real life. As quoted by one digital guru, Douglas Rushkoff, ‘It makes me realize how truly sacred real space is.’ Douglas encompasses the feeling of many because as this virtual world grows, our reality suffers as a result. (Evans, G; 2001) Expenses are being spent on discovering online paedophiles instead of the non-virtual ones in our real parks and playgrounds.
Virtual reality can be defined as an artificial environment created by computer technology, in which people can immerse themselves and feel that an alternate reality actually exists. (science.org, 2007). Being a fairly new technology that hasn’t been around for all that long, VR has become very controversial with many views as whether it is a positive or negative new technology, yet one of the main reasons as to why people can’t decide is the simple fact that people in our society are scared that technology will become so advanced that it will be to hard to distinguish whether they are in an actual or virtual-reality world (Study World, 2008)
The evolution of more intense video games, computer software and virtual reality is causing the world to be unsure as to where true reality stops and virtual reality begins and has created the question as to whether using these new technologies is safe for humans at all. The health risks associated with simulated virtual reality games causes its viewers to wonder whether it is safe to use such programs at all. The News Week article embeds just how much importance people are placing on their VR lives, at the risk of basing their business in a VR setting or losing grip on reality. As a whole it is seen that although VR games can involve a player to feel that they are wanted and that they have a purpose, there is too much importance placed on their VR lives. Are people losing grip on what is true reality and what is not real; Virtual Reality? As a result, has our world become so computer generated that there is no line stipulating reality from virtual reality at all? As an article written in an online portfolio about virtual reality versus real life reads, ‘DON’T waste it on Second Life, because this reality is fancy enough. If you need to escape your reality, buy some weed, some liquor or some smokes. It’s better then watching your e-cool character dance in a virtual club whilst you could be out there wasting your money on something cool?’(Klewes, J, 2007)
References
Hof, R. D (2006) http://www.businessweek.com/magazine/content/06_18/b3982001.htm
Evans, G (2001) http://www.independent.co.uk/
Oakwood, M (2008) http://studyworld.com/newsite
Klewes, J (2007) Why ‘Second Life’ is crap http://www.h4x3d.com/why-second-life-is-crap/#get-a-life
Lindin Research (2008) www.secondlife.com/
Author Unknown (2007) www.science.org.au/nova/021/021glo.htm
Hill, G (2003) http://www.simulatedworlds.com/
Virtual Reality (2007) http://www.studyworld.com/newsite/ReportEssay/Science/
Washington Technology (1994) www.washingtontechnology.com/print/9_8/9026-1.html Vol. 9 No. 8
Author Unknown (2007) http://www.techcrunch.com/2007/10/30/virtual-pedophilia-report-bad-news-for-second-life/