America
A Different World
by
Chris Warren
Eventually, these topics are certain to be debated by policy
makers. But of even greater importance are the societal
implications of so many people spending so much time in a world
separate from their everyday lives. Steiger of Millions of Us
predicts the possibility of, five or six years from now, virtual
worlds becoming the "organizing principles of society," taking on
the historical role of clubs and local churches. The difference, of
course, is that few or none of these people will have actually ever
met. "It's just easier to find like-minded people and to assemble
with them," he says. "It is, depending on one's perspective, either
massively dystopian or very encouraging."
For his part, Steiger can understand why this is happening. In the
real world, individuals feel like they have very little control,
particularly over the physical world surrounding them. In places
like Second Life, though, they are in complete control. "When I
travel through
America and see the strip-mall culture and the
Wal-Martification of America, that really depresses me," he says.
"Second Life, what makes me excited about it is it's got a baseline
democracy to it and a kind of a leveling of the cultural playing
field that is really very nice."
Castronova can even see how the popularity of virtual worlds is
akin to the waves of migration of Europeans to America in the first
100-plus years of our country. What drove them, he says, was
dissatisfaction with their lives and how European society
functioned. It may be the same thing luring people to virtual
worlds. "If we want to know how important this is going to be, we
have to ask ourselves, how many people are going to find the
fantasy existence preferable to the game we're building out here?"
Perhaps, he says, people will take the things they like about their
virtual lives and apply them to the outside world. "My gut feeling
is we have to change what we're doing out here."
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