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Virtual worlds more harmful than most expect

Andrew Belfield

Commentary



Fifteen years ago, methods of communication were, by some standards, fairly primitive. A car phone was about the highest level of communication technology, and it was both expensive and rare. Then, somewhere around 1993, we were introduced to the World Wide Web.

 Since then, the Internet has grown by leaps and bounds. Remember ten years ago when going online was good for homework and chat rooms, among other less mentionable things? But not much else.

Nowadays, people can sit down at their computers and spend the rest of the day staring at it, just as long as there is food and a bathroom nearby. Sadly, some people choose to spend their entire days doing just this.

To me, it seems like that lack of human contact would be so boring I would die, or at least vomit. For some, this need for human contact is fulfilled through servers like AIM, MSN Messenger, and my all time favorites, Facebook and MySpace.

For some, merely keeping in contact isn’t enough. There are now places where people can live at their desks and have tons of friends at the same time.

Second Life, for example, is a virtual 3-D world started in 2003 that claims nearly 2.5 million members. In Second Life, members are encouraged to do whatever they want in their own little world.

First, a character, or avatar, is created to look however the user wants. Once a character is created, the users then go and, well, live a pretend life, which is provided under the cost-free basic plan. Of course, for just a little bit of money, the Second Life you live can be so much more fufilling.

In the game, users trade currency called Linden Dollars, which are transferable to U.S. dollars at an array of Internet shopping sites. Second Lifers can fight dragons, build towers, talk at a coffee house, study business or any other number of activities.

Thank you, Second Life, for giving us a place where someone can talk at a coffee house, walk around outside and learn economics ... you know, outside of the annoyances and trouble of a real and fulfilling life.

Does anyone else see this as a lot more harmful than it’s advertised to be? As the years go by, we are coming up with more and more ways for socially deficient people to separate themselves from the real world in exchange for more suitable virtual lives.

Second Life isn’t the only offender in the new world of virtual existence. Massive Multiplayer Online Games, such as Everquest Online or World of Warcraft, have created a new form of addiction amongst their users.

CNN correspondent Daniel Sieberg makes mention of the suicide of a 2002 Wisconsin boy whose mother said was addicted to Everquest, or as it’s otherwise known, NeverRest or EverCrack.

 While an extremely small fraction of MMOG users will commit suicide, the concept of video game addiction is very real, and treatment is available.

CBS news reports the definition of addiction is needing something in increasing amounts to feel normal and taking the substance away results in irritable and miserable behavior.

Dr. Kimberly Young, director of the Center for On-Line Addiction, has seen this behavior first hand.

“They become angry, violent or depressed,” Young said. “If (parents) take away the computer, their child sits in the corner and cries, refuses to eat, sleep or do anything.”

While this form of addiction sounds like a fantastic made-up idea, the sad fact is it is all too real. Most things people do to have fun are perfectly fine and a totally sovereign decision ... such as a drink or two to take the edge off, a sneaky joint if that’s your thing, or maybe a few hours of Warcraft after school.

The main idea is to keep it under control. We are all extremely susceptible to flaw and error. Play the games if you want to, but remember that the real life you have succeeded in thus far is the very reason you can live the second life. Give the real world some credit every now and then.

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