THE FUTURE OF VIRTUAL AND
GAMING WORLDS AND THEIR
      INFLUENCE ON EFFECTS




              Mariam Jabbar - 0904023
Virtual currency

 Is virtual currency going to have an impact on
  the virtual world?



 Are people likely to spend large amounts of
  money on buying this currency?
Branded goods

 Are virtual worlds and social gaming offering a
  new type of business model to other
  companies?

 Is this just the case for advertising (within a
  virtual world or game) or is it so that they
  would set up boutiques in these games?
Computers

 Growth /Improvement of computers in the
  next few years



 Gordon Moore’s interpretation : Moore’s law
Virtual reality

 Is Virtual reality as useful as computers?



 Are the negative issues surrounding virtual
  reality worth the positive aspects?
 ‘’Those inexperienced with 3D social
  environments like Second Life struggled to
  learn about the potential in virtual worlds
  while others heralded its future impact,
  noting that the millennium generation had
  effortlessly transitioned into digital avatars.’’

                      (www.globalmantra.blogspot.com)
Effects

          Positive             Negative
   • Social Effects       • Social Effects

   • Education            • Isolation

   • Improvement of      • Withdrawal effects on
     human consciousness   long-term users

   • Allows people to     • Avatars becoming
     express their          increasingly real –
     creativity             ethical issues
 Will the positive effects outweigh the
  negative?



 Do i think the effects will be magnified? Why?
References
   Effects of Video Games on Aggressive Thoughts and behaviours during
    development, http://www.personalityresearch.org/papers/kooijmans.html
    (Accessed 13th April 2011).
   Gears of War 2-Life effects, http://www.youtube.com/watch?v=9Y-9pt3BQHA
    (Accessed 16th April 2011).
   Jenkins, H. (no date) Reality Bytes: Eight Myths About Video Games Debunked.
    Available at: http://www.pbs.org/kcts/videogamerevolution/impact/myths.html
    (Accessed: 18 November 2011).
   McDougall, J and O’Brien, W (2007) Studying Videogames. Abingdon: Auteur.
   Jenkins, H. (no date) Reality Bytes: Eight Myths About Video Games Debunked.
    Available at: http://www.pbs.org/kcts/videogamerevolution/impact/myths.html
    (Accessed: 18 November 2011).
   McClean,G. [Online] Available at:
    http://globalmantra.blogspot.com/2007/04/virtual-worlds-future-of-gaming.html
    (Accessed 1st December 2011).

Slidecast media - mc502- final!

  • 1.
    THE FUTURE OFVIRTUAL AND GAMING WORLDS AND THEIR INFLUENCE ON EFFECTS Mariam Jabbar - 0904023
  • 2.
    Virtual currency  Isvirtual currency going to have an impact on the virtual world?  Are people likely to spend large amounts of money on buying this currency?
  • 3.
    Branded goods  Arevirtual worlds and social gaming offering a new type of business model to other companies?  Is this just the case for advertising (within a virtual world or game) or is it so that they would set up boutiques in these games?
  • 4.
    Computers  Growth /Improvementof computers in the next few years  Gordon Moore’s interpretation : Moore’s law
  • 5.
    Virtual reality  IsVirtual reality as useful as computers?  Are the negative issues surrounding virtual reality worth the positive aspects?
  • 6.
     ‘’Those inexperiencedwith 3D social environments like Second Life struggled to learn about the potential in virtual worlds while others heralded its future impact, noting that the millennium generation had effortlessly transitioned into digital avatars.’’ (www.globalmantra.blogspot.com)
  • 7.
    Effects Positive Negative • Social Effects • Social Effects • Education • Isolation • Improvement of • Withdrawal effects on human consciousness long-term users • Allows people to • Avatars becoming express their increasingly real – creativity ethical issues
  • 8.
     Will thepositive effects outweigh the negative?  Do i think the effects will be magnified? Why?
  • 9.
    References  Effects of Video Games on Aggressive Thoughts and behaviours during development, http://www.personalityresearch.org/papers/kooijmans.html (Accessed 13th April 2011).  Gears of War 2-Life effects, http://www.youtube.com/watch?v=9Y-9pt3BQHA (Accessed 16th April 2011).  Jenkins, H. (no date) Reality Bytes: Eight Myths About Video Games Debunked. Available at: http://www.pbs.org/kcts/videogamerevolution/impact/myths.html (Accessed: 18 November 2011).  McDougall, J and O’Brien, W (2007) Studying Videogames. Abingdon: Auteur.  Jenkins, H. (no date) Reality Bytes: Eight Myths About Video Games Debunked. Available at: http://www.pbs.org/kcts/videogamerevolution/impact/myths.html (Accessed: 18 November 2011).  McClean,G. [Online] Available at: http://globalmantra.blogspot.com/2007/04/virtual-worlds-future-of-gaming.html (Accessed 1st December 2011).