Here
is an article about virtual reality from
http://www.realtruth.org
ARTICLE – OCTOBER 31, 2007 from
SOCIETY & LIFESTYLES
The
Pursuit of Happiness…in a Second
Life
BY KEVIN D. DENEE
...Some years ago, the concept of “virtual reality”
captured the imagination and attention of society. People
were excited and intrigued about the idea of exploring a
digital world that looked and sounded real.
A decade ago, one could walk through an amusement park and
see a booth that offered this virtual reality experience,
with large goggles, ear equipment and numerous wires
connected to gloves—all at a relatively expensive cost. In
the end, despite the hype, technology was not advanced
enough. It became clear that, in many regards, this could
not become a viable form of entertainment for the everyday
consumer.
Virtual reality did, however, become a hit in movies and
television shows. Various plots have been based on
characters who are trapped in a virtual world and cannot
escape. Among the most popular of these movies is The
Matrix trilogy. Virtual reality, even today, is still ahead
of its time, and is largely left to human imagination.
Meanwhile, the Internet and personal computing capability
has since flourished and brought the advent of other
fanciful technological concepts and ideas. The Internet
itself is causing knowledge and information to expand in
new ways. Today, over 1.1 billion people now have access to
the Internet. People around the world can communicate
nearly at the speed of light. Chat rooms are “buzzing” with
people talking to each other from every corner of the
earth. News from one hemisphere is instantly read by people
in the other. Street video cameras in the cities of Japan
can be viewed live by someone in Canada, and vice versa.
At the same time, video games have become popular.
Beginning on personal computers in the late 1970s and 80s,
they quickly made use of the Internet in the 1990s, which
allows for real-time multi-player games. As technology
advanced, so did the detail, reality and complexity of
these games. The combination of video games and the
Internet has led to another virtual concept—that of virtual
worlds.
Exploring
Virtual Worlds
The virtual world that has received the most attention, and
may be the most advanced, is Second Life. Created in 2003
by San Francisco-based Linden Labs, this program offers
people all over the world the opportunity to live another
life online, interacting with other real human beings.
Second Life offers a world in which you can buy property
and do whatever you want with it. You can create an
“avatar”—a user’s virtual alter ego. You can start a
business and sell goods and services to other online
citizens, such as open a nightclub and throw parties with
live musicians. If you are an artist, you can open an art
studio and allow other avatars to visit, browse around and
buy your artwork.
The opportunities are almost endless: Build a dream house,
with a beautiful beachside view, if you wish. Drive through
the streets of online cities. Socialize with other people,
who themselves have their own character or avatar. Get a
tan, play games, ride a dolphin—almost whatever you desire.
In fact, Second Life and other virtual community programs
seem to offer even more than reality can provide. You can
design your avatar to look like whatever you want,
including animals or fictional characters. You can be as
beautiful or handsome as you want, wearing as much or as
little clothing as you wish. You can defy gravity and fly
without a plane or helicopter. You can start online
relationships (even including graphic acts!) with whomever
you want, whenever you want.
It is literally a second life in a virtual world, and many
prominent figures and institutions are taking it seriously.
U.S. Presidential candidates are beginning campaigns in
Second Life. Worldwide news provider Reuters operates a
bureau there, with online/avatar journalists. Catholic
Missionaries have entered this world to further their
cause. The tiny country of Maldives has set up an embassy.
A host of universities are using the world of Second Life
for virtual classrooms.
This world even has an entire economy, with its own
currency: Linden Dollars. Approximately 270 Linden Dollars
equals one U.S. dollar. Certain individuals earn real money
by buying and selling digital property. Others earn money
by opening a business in Second Life. At the writing of
this article, $1.2 million (USD) were spent in Second Life
in just 24 hours! (As a side point, $115,000 was raised in
a fundraiser in Second Life for the American Cancer
Society.)
The point is that these are real, developing and popular
virtual worlds—not some science fiction idea gone awry. Not
only are these virtual societies complex and advanced, but
millions are “living,” to one degree or another, in these
worlds—called “metaverses.” Over nine million people have
accounts in Second Life alone!
This is not a passing fad. There are a number of other
online services and virtual worlds that are growing in
popularity. There are indications that Google and Microsoft
may also be releasing their own virtual worlds to rival
Second Life. And it is reported that $1 billion has been
spent on the development of 35 different virtual worlds in
just the past year. Additionally, $15 million has been
spent on advertising within these programs in 2006, with
this figure projected to be $150 million by 2012.
The San Francisco Chronicle reports, “Technology research
firm Gartner forecast this year that by 2011, 80 percent of
active Internet users will have a ‘second life’ in some
sort of virtual world.”
The research company eMarketer reports that almost one
quarter of American children ages 3 to 18 (over 8 million)
will use virtual worlds on a monthly basis this year. To
really understand the growth of this trend, it is important
to note that over half will make virtual worlds a part of
their lives by 2011. This would equate to 20 million
children!
Other companies are also beginning to use the concept of
virtual worlds, such as for meetings with employees who are
not in the same geographic location. The U.S. military uses
a type of virtual world for training.
The
Quest for Another Life
Virtual
worlds of and by themselves are not wrong, and this article
is not intended, in any way, to attack or malign the
concept or software. Certainly, there are good intentions
that can be fulfilled in such environments—bringing people
together to learn in a classroom while they may not have
the physical ability to do so, or raise money for a cause,
among others.
Nevertheless, questions must be asked. Some analysis of
human behavior in the 21st century cannot be avoided. It
has been said that there is nothing new under the sun. The
technology of virtual worlds is new—but the human conduct
surrounding it is not.
First, as more and more people enter these digital
communities, what are they leaving behind? If you spend an
hour in a virtual world, you have automatically given up an
hour in your real life. Spending an hour building a virtual
house is one less hour a parent could have used to rear and
teach a child.
The move toward virtual worlds is just another example of
how people tend to avoid—escape—from everyday life. Some
become workaholics, overly focusing on their careers. This
can produce long-term adverse effects. People also escape
through drugs or medication, trying to numb the mind, numb
their existence. Others escape their lives by starting a
second one with an adulterous affair. The list could go on,
but these online societies are quickly becoming a new form
of escapism.
This is not to say that every time a person logs on to a
virtual world he is trying to escape life’s pressures. That
would be as ridiculous as saying working overtime one day
automatically equates to being a workaholic. Nonetheless,
the general trend and direction of society holds true.
Let’s flip the coin over: What motivates someone to spend
hours behind a computer screen instead of doing other
things more important and productive? The answer is that
the computer screen offers an instant “comfort zone.”
Otherwise, the individual would not waste hour upon hour on
the computer.
Virtual worlds are becoming the latest instrument that
people are using to run away from life’s most important
issues—building character, rearing children, loving a
spouse, exercising, etc. People are literally leaving
reality behind and living in a fantasy world.
Again, 80% of Internet users will be involved in virtual
worlds within a few years. What will be the effect? What
children and spouses will they be neglecting? The 21st
century is producing an adult generation that grew up on
video games. Now we have video lives, not just games.
If eight of every ten people spend countless hours creating
virtual lives, what will happen to society? The unreal will
slowly become the real, and reality will slowly become
unreality.
Dissatisfied
Every
human being on earth wants to be happy. A lifetime is made
up of days, and each of those days people make decisions in
attempt to please themselves, often making day-to-day
decisions based on feelings and human reasoning. The
excessive pursuit of virtual worlds is another example that
people are dissatisfied with their existing lives. People
are not content with their looks, so they turn to a virtual
life in which they can look “sexy,” never getting sick or
aging.
Some experts say that such worlds can fill emotional needs.
It is certainly true that human beings have these types of
needs—but they generally look in the wrong places. They
address the effect, not the cause. They turn to the works
of their own hands and imaginations to fill needs rather
than turning to the Creator of the universe, who created
man, physical laws of nature, and so much more.
Human
Nature Always Surfaces
Regardless of religious belief, including whether or not
God exists, almost everyone would say there are elements of
what human beings do to each other that should not happen.
Watching the news can cause you to become sick to your
stomach upon hearing the debase acts human beings do to
each other. For example, most would cringe and be terribly
upset at the fact that cases of rapes against small
children are rising in the eastern region of the Democratic
Republic of Congo.
There are few who would think that corruption of
institutions, which can include taking money from those who
need it and giving it to a choice few, is tolerable. Take,
for instance, the oil-for-food scandal in which Saddam
Hussein was involved. His regime took money and food that
should have benefited the Iraqi people.
Human nature can be ugly, and exists wherever there are
people. (To learn more, read “Human Nature – Exposed!”,
archived online.)
Hundreds of years ago, people came to the New World,
bringing with them ideas for a better world. But in the
end, human nature followed. It does not matter where you
look on earth, you will find the selfish effects of man’s
nature—human beings not treating each other as they would
like to be treated.
The same is true with virtual worlds. Carnal nature enters
with human beings. Take for example the popular online game
The Sims. Originally designed to be crime free, human
nature circumvented the game’s limitations, leading to
corrupt behavior, including extortion.
The virtual world of Second Life is also experiencing its
dose of human nature. It has PG-rated islands as well as
“Mature” islands, where pornography and sex clubs exist.
Gambling was allowed, until the summer of 2007. The digital
world has what is called “griefers,” those who cause
trouble for others, trying to make their lives unpleasant
through vandalism, trapping or even killing. A CEO for an
IT company stated, “It’s got the chaos of people doing
anything you can imagine.”
The BBC even reported that there is an investigation
regarding virtual child abuse as well as the exchange of
real child pornography!
It is also evident that when there is more anonymity,
people will “push the envelope” in their words and actions.
Many virtual world developers are taking steps to ensure
people can be identified. Ultimately, the carnal nature of
man, in all its component parts, always surfaces.
Cannot
Direct One’s Steps
It does not matter where human beings live—in a virtual
world or in the real world. One thing has stood true
through the ages: “It is not in man…to direct his steps”
(Jer. 10:23). Where people are a law unto themselves, the
ugliness of human nature always prevails. Carnality is real
and exists wherever there are people.
It is natural for men and women to seek happiness and
emotional fulfillment, while trying to avoid the terrible
things people do to each other. However, creating other
worlds to enter and live in will not solve mankind’s
greatest problems.
Man will continue to look for a better world—but he is
looking in the wrong place. A seemingly unreal scenario
will occur in the very near future. The God that created 10
billion trillion stars has a plan for humanity. He has
prepared a new world that will provide happiness and fill
emotional needs. He has a set of rules and guidelines
regulating behavior that will bring about prosperity.
Goodwill and kind deeds will take place between human
beings.
You do not want to miss the knowledge of this wonderful
world to come—a world that will not be virtual, but very,
very REAL. Read our book Tomorrow’s Wonderful World — An
Inside View!
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© 2008 The REAL TRUTH. All Rights Reserved.