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How Second Life Affects Real Life


About a year ago in my first visit to Second Life, the popular online virtual world, I spent half an hour trying to make my avatar, or online character, look like a hotter version of myself — which isn't easy when you don't know how to use the tools. When I finally made it onto Money Island to mingle, a stranger approached me and said, "Hello there, Devon." I froze. Then I tried to run. I was desperately searching for the teleport tool when my sister walked into the room, peered over my shoulder at the computer screen and said, "Why'd you make your avatar ugly?" I logged off.
I didn't realize how instructive my sister's question was until recently, when I discovered research being done at Stanford University's Virtual Human Interaction Lab (VHIL). Jeremy Bailenson, head of the lab and an assistant professor of communication at Stanford, studies the way self-perception affects behavior. No surprise that what we think about ourselves affects the confidence with which we approach the world. What is a surprise is that this applies in the virtual world too. With my plain=Jane avatar and my inexperience in Second Life, I did what most people would want to do in an uncomfortable social situation: run away.
What's more, Bailenson's research suggests that the qualities you acquire online — whether it's confidence or insecurity — can spill over and change your conduct in the real world, often without your awareness. Bailenson has found that even 90 seconds spent chatting it up with avatars is enough to elicit behavioral changes offline — at least in the short term. "When we cloak ourselves in avatars, it subtly alters the manner in which we behave," says Bailenson. "It's about self-perception and self-confidence." But researchers are still trying to figure out the psychological mechanisms at work, and which way the effect flows: "Do you consciously wear your power suit to feel confident, or is it that you're in this suit and you're feeling up, but you're unaware of the reason?" says Bailenson.
Bailenson's findings have a lot more real-world meaning than you'd think, if only because so many people are spending so much time in the unreal world. Some 13 million people have visited Second Life at least once, with about 450,000 residents online in a given week. Even more popular is the online game World of Warcraft, which has 10 million active subscribers who pay to participate. People spend on average about 20 hours a week in alternate worlds like these, and at VHIL, whose high-tech virtual world is entered by way of a $24,000 helmet, Bailenson and his Ph.D. students are trying to figure out how these increasingly common virtual experiences bleed into reality. "I've been doing this for years and people have been laughing at me," says Bailenson. "All of a sudden, I have people calling and asking about what I do."
In one experiment, published in Human Communication Research last year, researchers assessed how an avatar's attractiveness affected human behavior, both online and off. Thirty-two volunteers were randomly assigned an attractive or unattractive avatar (attractiveness was rated by undergrads in a survey beforehand) and instructed to look at them in a virtual mirror for 90 seconds. Then they were asked to interact with other avatars, controlled by the experimenters, in a classroom-like setting. Overall, subjects using good-looking avatars tended to display more confidence, friendliness and extroversion, just as in the real world: they approached avatar strangers within three feet, and in conversations tended to disclose more personal details. Ugly-duckling avatars, meanwhile, stayed five and a half feet away from strangers and were more tight-lipped.
Lead researcher Nick Yee, a former Stanford graduate student who now works for the nearby Palo Alto Research Center, replicated his study, then appended a second part: an hour after their forays online, the same volunteers were told they were participating in an unrelated study about onlin

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