Second Life is a game of seemingly limitless possibilities in a large fantasy world consisting of character customization, and vehicle-themed adventures and even flight. It is a popular MMO (Massively Multi-player Online) Game. At a $10 monthly fee to players and an extensively open world of game play that is heavily based on socializing, Second Life is one game of its kind that can stand alone.
Games that feature large multi-player capabilities such as Second Life have proven to strengthen the social skills of the individuals who choose to play the game, especially of those who would prior to accessing the game itself, have a hindered approach to social interaction.
"They easily get in touch with people that they don't personally know," said Llewelyn, explaining how the children, who are forced into hiding to get away from abusive parents, benefit from the game. "This means we seem to break a barrier of socializing."
The point of the game itself almost seems to be irrelevant, as if there is no specific end point or glorified goal in mind. However, this makes for a winning formula when blended with the all too easily accessible interaction the game allows between players, and this has become the actual focal point of game play. The game's originality in being a player-driven quest and experience has certainly been beneficial to those lacking social skills, from the shy to the more extreme cases as mentioned in children.
Programs have been created where children who have unfortunately been the victims of abuse, and have been sheltered from the outside world whether by force or some kind of violent methods, can attempt to rebuild those broken social skills. The trauma they face makes them weary to approach the outside world again, however by playing a game and feeling relaxed, social interaction, even if on a synthetic realm, is still progress in the children's lives.
"Gwyneth Llewelyn, a British organization called ARCI is using Second Life to help abused children..."
Rather than being hurled into a world full of overwhelming pressures and sometimes cold and nasty inhabitants, the game itself is like a cushion to help ease them into our actual society. The game is a safety net providing a sociological education for those incapable of functioning at a full capacity. They gain so much from it, their game character becomes an extension of their own selves.
From a regular person without any kind of medical condition, to one of the abused children or a mentally limited individual, being able to escape from the frustrations that can so easily cause tension, discomfort and a lack of will are remedied or at least alleviated by the overall enjoyment that the many themes, specifically that of social interaction that the game demands. Even those who must assist those in needs will grow upset because patience is hard to maintain when dealing with people who will not be able to understand everything you ask of them. The game allows for a freedom of the mind.
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Second Life – Social Networking
ReplyDeleteI appreciate your comments about Second Life and how it can be useful in helping certain individuals to interact with others, without needing to be put into a real life social situation. I am concerned however, that you aren’t addressing the possible downside and the concerns that parents might have with regard to these types of MMOs and how their kids might be exposed to pornography and harassment. Also, I would like you to address how MMOs do have a tendency to isolate people from real life interaction, especially children. When getting on-line replaces going to the park, getting on a sports team or playing with friends, MMOs can deter people from developing their real-life social skills.
http://nutanauth.blogspot.com/2009/10/virtual-communities.html?showComment=1255696974308#c3835437842499699421
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