Virtual world and real world


Embedded in the digital era, we are under huge influences of the virtual world: social media connect the public and change the way we think, new technological firms appear and try to get consumers’ attention, traditional media also start to develop their online platforms to increase its media power. But it is still difficult for traditional corporations to find a right strategy on social media. The honeycomb framework presented in article“Understanding the functional building blocks of social media” is useful for the transmission from off-line to online models for traditional companies.



Along with convenience and colorful online life, problems like assault and online violence also appear in the online community. However, the obligation of virtual world problems is always a controversial issue. Platforms or producers always deny their obligation to solve problems due to its likely negative influence to its profit. Second Life is a special case since some of universities involved students compulsorily in. In this case, Bugeja highlights the duty of school. However, the participation of game users and social media users are voluntary in most of the occasions, where harassment and violence still exist. As Bugeja depicts, “Avators symbolize the self. They represent our deepest wishes, aspirations, virtues and yes, vices.” It is likely that accumulated achievement of sexual harassment online may lead potential criminals to conduct real-world crimes.Thus, who is supposed to be responsible for the problem? The producer or government?



Also, this issue reminds me of a prevalent game called “Glory of the king” in China. Players can choose historical figures roles with different professional skills like assassinating, curing to fight in groups. This game changes some historical facts in game settings. For instance, it portrays a famous male assassin as a female beauty. Many primary and middle school students suppose what games represent are the facts of history. Thus, this popular game was asked to change settings because of the distortion of historical figures. In reality, a lot of games and social media platforms with distorting information and fake news exist in daily life. How could we treat this phenomenon appropriately? Do schools have the obligation to develop related courses?

As for the correlation of academic performance and life online, I partly agree with the point “there is no negative relationship between Facebook use and academic performance.”The article ”Facebook and academic performance” points out a possible reason:”Because Facebook use began in relatively privileged environments (first at Harvard University, then at select U.S. Colleges.” In my sense, Facebook use do not necessarily lead to the worse academic performance, but if some students are addicted to the virtual world, it may exert some negative impacts on their life.

Comments

  1. You bring up a good point about an important negative effect of virtual world: cyberbullying/ cyber-harassment. People may use technology to embarrass or threaten other people. I heard a theory called cues-filtered-out theory which may provide another perspective about why online violence can happen easily. Basically, cues-filtered-out theory points out online communication lacks many cues, including but not limited to facial expression and body languages, that are a very important part of face-to-face communication. This can partially explain why cyberbullying happens. Since this is a complex problem, it requires different parties involvement to take action to eliminate the possibility of violence. I am also on your side about academic performance will be negatively influenced when people spend too much time on their virtual world.

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    1. The "cues-filtered-out theory" is enlightening! In my sense, anonymous identity and compressed anger in daily life also contribute to this cyberbullying. I still remember there are some racial violence events after the election of Donald Trump. What we should be concerned is how to minimize its negative influence in real world since the online emotion can be easily transferred to conflicts in daily life.

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    2. I agree. Handling with social media haters is a new 21st century skill. When people are communicating online, they are interacting with screen, which allows people to do and say something they will never say to a real person. Learning how to neglect unnecessary criticism and negative emotion is important. Why let them ruin your life?
      I know... it's easy to say but hard to do tho.

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  2. Hi Muyun,
    I have to say that I am a holic-player of the MOBA Game “Glory of the king”!!! And actually I don't think it's game company's fault to let primary and middle school students have wrong historical view. Many people curse “Glory of the king”, but people forget it's just a MOBA game, not a educational game or instructional game. Why we expect a MOBA game to educating our kids?

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    1. Yes, it is not their duty to provide the relatively objective historical views. But I am wondering if they should take the responsibility if they exert much influence on the shaping of this kind of view? Since the problem of responsibility is still ambiguous now, maybe schools should address those problems firstly?

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