Virtual World has been one of the very developed and charismatic inventions in the our generation. Every year it has been growing and reaching more audiences. It's an avatar based space (virtual reality) where people can engage in activities, play, sing, explore and pretty much enjoy the entertaining and sometimes educational content. I would like to point out that Virtual Reality isn't just for gamers, by now its abilities have certainly expanded. In Stephanie Simon's article "Avatar II: The Hospital", she mentions the ability of VR to teach and improve medical training. While wearing the VR headset, many professionals can improve their skills and their abilities to react to emergencies and unexpected events. I totally believe it's possible having tried the VR myself and witnessing its detailed and endless potential. Another example is in Dave Itzkoff's "I've Been in That Club, Just Not in Real Life" article, where he describes the club scenery which entered in VR that was very real and very close to a real experience. It's so vivid and detailed, wherever you turn your head, it's like you're really in that setting. Considering the VR industry's growth, it's important to be careful with these innovations because I think they can cause a person to be more isolated from the world having had already the impact of social media. And it's crucial to invent more educational an purposeful content rather than just simple shooting or horror games.
Simon, S. (2010, Apr 13). Avatar II: The Hospital. Retrieved from:
https://www.wsj.com/articles/SB10001424052748703909804575124470868041204
Itzkoff, D. (2008, Jan 6). I've Been in That Club, Just Not in Real Life. Retrieved from:
https://www.nytimes.com/2008/01/06/arts/television/06itzk.html
Simon, S. (2010, Apr 13). Avatar II: The Hospital. Retrieved from:
https://www.wsj.com/articles/SB10001424052748703909804575124470868041204
Itzkoff, D. (2008, Jan 6). I've Been in That Club, Just Not in Real Life. Retrieved from:
https://www.nytimes.com/2008/01/06/arts/television/06itzk.html
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