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Second Life: The ups and downs of a virtual life

by Julianna Gwiszcz

Let's face it. We have moved into an electronic generation where virtual reality is quickly taking a front seat in the lives of many, young and old. Video and computer games dominate homes, practically being used by some parents to raise their children. These games are becoming more and more advanced, to the point where there appears to be a blurring between the real and virtual worlds. Companies attempt to bypass the parental units, now marketing directly to our impressionable youth despite claims of their games' harmful effects. Thus the debate over the role of video games and virtual worlds in destroying the minds and morals of our young is growing hotter.

One of the latest virtual reality phenomena is the Internet based Second Life. As to be expected, critics of the trend of digitizing society have posed a host of negative attacks against Second Life. They view SL as a threat to the social cohesion of society as it slowly numbs the minds of its users and isolates them from the outside world. These same conservatives consider SL dehumanizing and a waste of time for it seeks to replace one's service to society with an obsessive addiction to a simulated avatar existence.

Despite the above harsh attacks, there are still thousands of individuals across the world who swear by the power and rewarding nature of Second Life. Proponents of the virtual world point out a dearth of opportunities made possible through SL that may not otherwise present themselves for certain individuals. Some positive aspects of SL include one's ability to assume the persona of anyone they would like. Through an avatar, a person can virtually alter their physicality, personality, talents and capabilities. This is one of the primary features that draw new users into SL. There exists a freedom to be who you want to be without fear of judgment, shame, or rejection.

Another popular component of Second Life is one's exposure to diverse locations, settings, and environments. People are able to travel across the globe in a matter of hours through their avatars. Different environments range in definition and complexity. The best part is avatars are able to perform both human and super-human activities such as flying or seeing through solid objects, etc. This gives users a sense of power and control that they might never know in their mundane or oppressed and meager lives.

While I had originally considered myself a moderate critic of Second Life and other time-consuming video games and digital systems, a recent presentation on SL has shifted my perception in a positive way. In this presentation, I witnessed a group therapy/life coach session that was conducted directly in second life. Several avatars present represented individuals who identify as having been diagnosed with Autism or other disorders on the spectrum. Despite being skeptical at first, as I listened to these individuals (as avatars) share their stories, I began to understand the tremendous potential inherent in SL.

The group members present spoke about the tremendous effects SL has had on their lives and their abilities to function in real life and virtual society. For individuals with any disorder, especially forms of autism, socializing in the real world can be a very frightening and anxious-ridden experience. Most of the group members felt they needed to "fake being normal" in order to be accepted and fit in to mainstream society. SL has provided them with a place where they can go and be free of the judging stares, the embarrassment, and the stress of being "weird" or "abnormal". In SL they feel stronger, more willing to take chances and meet new people, and ready to open up to new opportunities and relationships. In other words, SL has been their fortress of strength- their place of freedom and peace. Instead of becoming less sociable in real life, many of these individuals have actually developed higher self-esteems and deeper self-confidence, allowing them to venture out into society feeling more comfortable and accepting of who they are as individuals. They are able to transfer the skills they obtain in SL settings, such as group therapy, into their real life social settings, while developing themselves more fully in both worlds.

As one can see, Second Life has the potential to make a powerful difference in the lives of many if used appropriately and in the right context. Losing oneself to the virtual world still remains a valid apprehension, but this need not be the outcome. I think SL could become an invaluable educational and therapeutic tool, if our stone-cold conservatives would give it a chance. Particular populations may benefit from the virtual program more than others, but this can vary on an individual case-by-case basis. The important thing to note is that SL should not be utilized as a replacement life. Instead, SL proves most rewarding when used to uncover and experience worlds and functions out of reach in real life, or for specific groups of people, as evident in the presentation of the Autistic SL participants. I do not think we should all hasten to create a funky, lovable avatar; but we should not write SL off so quickly. It is not just another game. For some, it is a chance to truly come to life.

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