Virtual World A Portal For Identity Creation?
The Internet has progressed much since its invention and has now even grown to accommodate virtual worlds. The development of virtual worlds on the Internet has always been an issue of contention among gamers, parents and even the law. Proponents of it say that virtual worlds are able to allow netizens to express their true selves, virtual worlds enhance human interaction and identity creation, and virtual worlds also act as platforms for them to pursue their goals. Critics argue that in the midst of creating their identities in the virtual worlds, netizens overlook the appalling consequences that may surface from it. Despite the existence of both camps, I’m more inclined to say that the development of virtual worlds on the Internet is a desirable one. As it serves as a platform for netizens to interact and create the identities that are difficult for them to portray in the real world.
The development of virtual worlds on The Internet is a desirable one because it allows participants to express their true selves. Since many virtual worlds have a policy of not disclosing their players’ information to others, players enjoy a considerable level of anonymity which takes away some of their inhibitions for self- expression. In several virtual worlds, such as Second Life and a whole list of other Massive Multiplayer Online Role-playing Games (MMORPGs), players are given powers and abilities that would never be available for wielding in reality. No, I’m not talking about casting fireballs and summoning monsters, but also common activities that many of us do daily and take for granted, like walking. As mentioned by authors Jessica Bennett and Malcolm Beith, Second Life player Simon Stevens is able to dance freely in the virtual world, despite being wheelchair bounded in reality. He receives a sense of fulfillment in the virtual world by carrying out moves that are deemed impossible for him to accomplish in real life. (Bennett & Beith, 2007, p.1) With...
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