[Dave Birch] I’m happy when my teenage son is on Facebook talking to all of his friends from the warmth and comfort of his bedroom rather than hanging out with them in a freezing and desolate town centre where he might get stabbed (I’m probably worrying too much, since only a couple of dozen teenagers have been murdered in London so far this year). A crucial difference between online communities and “real” communities is, frankly, safety and security. You can choose which online communities that you belong to an you exclude, block or unfriend people you don’t like. In comparison, the real world (for many people ) is simply awful: there’s nothing you can do about the neighbours who play loud music all night, the teenagers who smash up the bus shelter every week and the drunken yobs fighting in the city centre on Friday night (I’m using specifically English examples here of course). As I said before
he real world is a horrible place, especially near where I live. No wonder that I prefer to sojourn in cyberspace. Is this because I am a geek, an outlier? No, it’s because I’m normal.
[From Digital Identity: Why virtual identities are real to some of us]
But the ability to build virtual walled communities that have digital gates that are far more effective than the ones on physical walled communities isn’t the whole story. There’s something else going on. The interaction between virtual identities is for some people better than the interaction between physical identities.
Participants in 3D virtual worlds are more satisfied with the romantic relationships they form online than with their real-life relationships, and their levels of sexual satisfaction are similar across both worlds, according to two studies conducted by researchers at Loyola Marymount University.
This is, on the one hand, another argument for security and for using cryptography to construct and manage virtual identities (something I am wholly in favour of) but also, on the other hand, another recognition of the reality of virtual reality.
In order to become more attractive to business and educators, virtual worlds need to incorporate more gaming elements, not fewer, into their platforms — those elements, like achievement systems and ratings, that make the platforms more engaging and immersive.
[From Why virtual worlds suck for business — and some solutions – Hypergrid Business]
This is about forming a reputation-based economy from the bottom up, where peoples’ sense of their own personal identity is formed online and not assigned or inherited offline.
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