Online Worlds: Online Games and Sims

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In the 21st Century, the advance information technology is already well-developed. Online worlds have engaged millions of internet user, both as a new genre of entertainment and play, as well as sites for intense social interaction, since the mainstream breakthrough of graphical online worlds in the very late 1990s and early 2000s.
Online worlds are characterised by the fact that they shared, persistent, large and explorable 3D-environments, in which multiple users are represented by an in-world entity, typically a virtual body, in the form of a so-called “avatar” or character. Also, because of the emergence of online games that forming a virtual world which has more beautiful or desire features rather than the real world. Thus, it attracts a lot of young people to indulge in them, so it causes a negative impact on their reality of life.
In recent years, more and more people cannot accept the reality of their lives or having resentment so they choose to give up the normal life from their community to become a hidden spacious youth. They prefer staying at home using computers for online gaming rather than hanging out or participate in any social contacts with people.
Over time, they lose the ability to get along with others and against anything or people which make them lose confidence and indulge in a virtual online world by taking narcissism and escapism.
Besides that, many young people also wanted to alleviate their real-life stress via playing online games; they want to get pleasant from the virtual world and having fun with their peers, resulting in someone else's identity. Some teenagers are low self-controlled, and they thought that the virtual world in the online games is better than real life form so they tryi...

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... known each other in real life or met online.
Their self-identified are built up in the plural by their play preference. For them this was not just a statement of personal play interest; it was also a statement of group identity. DeKoven defined “play community” as such a community as a group of people who wish to play together, who might change games and who might even reinvent game rules in order to create a level playing field for its members. Also, the play community has a special bond, and one that is different from what scholars of computer-mediated communities refer to as “communities of interest” or “communities of practice”. It means that once people who find themselves are having common interests with others in the virtual world, they will build up a special bond between each other which lead them indulge in their so called “gamers’ community”.

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