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Fantasy or Reality the Illusion of the On-line Realm - Essay Example

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We may have all been a victim of the false reality on the internet in some way. There are several reasons why someone should be concerned while playing a game over the internet. Games and the internet have become so prevalent in our lives we cannot escape them even if we try…
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Fantasy or Reality the Illusion of the On-line Realm
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?Greg Potenziani Feld English 803 21 July, Fantasy or Reality the Illusion of the On-Line Realm We may have all been a victim of the false reality on the internet in some way. There are several reasons why someone should be concerned while playing a game over the internet. Games and the internet have become so prevalent in our lives we cannot escape them even if we try. Whether it is the 75 year old grandmother, who plays online bridge, or the 7 year old child, that plays Scooby Doo, the internet is here and here to stay. I will be explaining why online should have more security and the risk of an online gaming obsession. In the article “Does Virtual Reality Need a Sheriff” by Alan Sipress.” He starts by explaining how a character in the game Second Life “allegedly raped another character”. Although this is a game meant for entertainment this incident could have possible long-term effects on the actual person in charge of controlling the character. Actions performed online such as “rape” can prove to be devastating, particularly to someone as emotionally vulnerable as a child. Unfortunately, there have been lots of sexual assault cases. One of the first known cases that had acutely been reported was back in 1993 by Julian Dibbell whom is a “prominent commentator on digital culture”(445). The nature of Second Life as a highly complex virtual environment presents a great number of opportunities, yet it similarly poses a number of problems for Internet gamers. In addition to reported instances of sexual assault, there are also areas of the game where “avatars act out drug use, child abuse, rape and various forms of sadomasochism” (446). While individuals were outraged at such occurrences, other users indicated that simple role playing is not a serious violation, pointing out that no children were harmed during the game. While Internet gaming has generally not been considered a serious threat it is definitely a growing concern when one considers the ever increasing among of online gamers. For instance, the popular role playing game World of Warcraft has an estimated eight million participants. Within the structure of this game it’s been noted that there are regions of the game that have become highly problematic in that “Gang of animated characters have repeatedly preyed upon lone travelers, killing them and making off with their virtual belongings” (445). In these regards, gamers face the increasing threat of virtual assault. Japanese authorities even arrested an individual or such acts of virtual mugging. Indeed, the very nature of what constitutes a crime is a debated subject, with virtual depictions of child abuse not being illegal in the United States, yet being prohibited in Europe. With such a variety of legal understandings the problems for law enforcement in halting such violations is made increasingly difficult. Still, the Federal Bureau of Investigation (FBI) has made strides in attempting to combat such abuses on Second Life. The F.B.I. has also launched investigations against gambling that has occurred within the online gaming environment. While the online gaming world largely remains a sort of contemporary Wild West, progress by such investigators as well as individuals desiring to institute a legal code on Second Life, have started to make significant strides in combating such aspects of virtual crime. While crimes through online gaming poses significant risks to users, the nature of Internet gaming addictions poses just as large a challenge. Numerous reports have demonstrated that the effects of online gaming addiction have had similar deleterious effects on individuals as drug use. Indeed, psychological research has conducted tests wherein similar brain functions were shared by both drugs users and individuals addicted to online gaming (‘Virtual Addiction’). One such startling examined occurred in South Korea where online gaming has become so prominent that is has assumed the position similar to a national sport. Recently it was reported that in South Korea ten people actually died from such intense dedication to online gaming including a man who had collapsed after playing for fifty straight hours. The very structure of the games is such that the more time the individuals spend online, the greater wealth and esteem they gain; as such, it’s very easy for players to develop unhealthy obsessions with the gaming environment. While these games hold the potential for meaningful social connections, oftentimes they become detrimental to proper social functioning. For instance, psychologist Kimberly Young notes, “It’s hard to stop and go clean your room. Real life is much less interesting” (Khazan, pg. 449). In these regards, gamers are indicated to turn to the virtual environment as an increasing means of escaping real world problems. In some instances, as in the case of Everquest player Shawn Woolley, such escapism has even resulted in suicide. While the exact ramifications of such online game playing demand further study, psychological research has identified a number of deleterious elements. For instance, a recent study conducted by the Psychology department at Iowa State University indicated that, “addicted adolescents were more likely to display aggressive behavior and do poorly in school” (‘Virtual Addiction’). Ultimately, it’s clear that while Internet gaming does not receive the same attention as illicit drug use, it represents an increasing problem among contemporary youth. As such, it’s necessary for individuals to remain vigilant of the problems associated with it. In conclusion, this essay has considered why online should have more security and the risk of an online gaming obsession. In these regards, the essay considered the nature of online gaming crimes, indicating that new forms of assault have emerged that previously weren’t considered in the context of the virtual environment. Similarly, the essay has considered the growing threat of online gaming with particular consideration of the ways law enforcement has sought to combat challenges brought on by the Digital Age. Finally, the essay examined the means by which online gaming addiction poses significant problems in the contemporary world. Ultimately, it’s clear that the rising popularity of the Internet poses a number of new problems that must be considered with the changing social climate. Works Cited Khazan, Olga. "Lost in an Online Fantasy World: As Virtual Universes Grow , So Do Ranks of the Game-Obsessed." The Writer's Response. Ed. Stephen McDonald and William Salomone. Boston: Wadsworth, 2012. Print. Sipress, Alan. "Does Virtual Reality Need a Sheriff." The Writer Response. Ed. Stephen McDonald and William Salomone. Boston: Wadsworth, 2012. Print. ‘Virtual Addiction: Dangers of Online Gaming’ Hubpages. http://girlygirl09.hubpages.com/hub/Virtual-Addiction-Dangers-of-Online- Gaming Read More
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