Virtual reality has long fascinated the collective psyche. Often portrayed I the media (science fiction – countless imagined worlds and alternate, parallel realities, and even mystery – SVU Law & Order -and thriller and, probably the most intuitive, cartoons and animation – Bart Simpson shocks everyone when he finishes a novel video game in seconds, game developers have to make a game difficult in order for it to be interesting), it has now become an alternate, but indeed accessible reality with MMORPG (Massively Multiplayer Online Role Playing Games), such as the World of Warcraft. Naturally, scientists have decided to look at the repercussions of such games on individuals, their development and interactions.
Violent games such as Grand Theft Auto had often been blamed as inciting violence players, for example by desensitizing the user to graphic depictions. Alternatively, other research has suggested that these pass-times may serve a cathartic function allowing the only possible safe expression of such feelings. Regardless, one is reminded that aggressive television shows do result in more aggression exhibited by children during playtime, as recorded by number of hostile acts. Along these lines, psychologist Albert Bandura’s research on modeling has shown that youth tends to imitate adults in behavior (e.g. the Bobo doll treatment study).
Virtual world heroes and superheroes often possess superpowers. As can be seen from the depiction, image: Copyright © Koalaareaussicats.blogspot.com
Many 3D digital artists are taken with the design of virtual worlds. Naturally, these online, game and other worlds often take elements from fantasy and science-fiction scenery and backgrounds, while more rarely centering on the real world. While mostly seen in Web based, interactive, multi-player (multiple, simultaneous users) games, such artificial, sot to speak. Societies are likewise visible in other segments of society. For example, the Goth subculture or Medieval-character themed undertakings such as the Renaissance Fair are other examples.
The Middle-Ages have very often been the main historical context in fantasy tales, just as the Victorian era is associated with Gothic art and lietarature and apparel.
A world full of fantasy. As can be seen from the picture, image: Copyright © Koalasareaussicats.blogspot.com
Star Trek presents a series of worlds, including even additional dimensions and continuums (such as the one inhabited by the alien race in Voyager or the Q from The Next Generation). Middle Earth from The Lord of the Rings trilogy, as well as the surrounding of the Nibelung accounts and the legend surrounding not only knights of the round table, but also as it applies to magical actors, such as the Lady of the Lake, Morgan le Fay and Merlin.
Another view of virtual life is in such Websites as SecondLife and its of use of avatars. Just as in Cameron’s movie, Avatar, avatars allow one to vicariously experience (as one’s own) an entity’s existence in an alternate world.