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Essay / Online Worlds: Online Games and Sims - 1896
In the 21st century, advanced information technologies are already well developed. Online worlds have attracted millions of Internet users, both as a new genre of entertainment and gaming, but also as sites of intense social interaction, since the breakthrough of online graphic worlds in the very late 1990s and in the early 2000s. Online worlds are characterized by sharing persistent, large, explorable 3D environments, in which multiple users are represented by an entity in the world, usually a virtual body, in the form of 'a so-called "avatar" or character. Furthermore, due to the emergence of online games that form a virtual world with more beautiful or desirable features than the real world. Thus, this attracts many young people to indulge in it, which has a negative impact on their reality of life. In recent years, more and more people cannot accept the reality of their lives or are resentful, so they choose to give up. the normal life of their community to become a spacious and hidden youth. They prefer to stay at home using computers for online gaming rather than hanging out or participating in social contact with people. Over time, they lose the ability to get along with others and against everything, which makes them lose confidence in themselves and indulge in virtual play. online world taking on narcissism and escapism. In addition, many young people also wanted to relieve their real-life stress by playing online games; they want to have fun in the virtual world and have fun with their peers, which gives them someone else's identity. Some teenagers lack self-control and think that the virtual world in online games is better than real life, so they try ... middle of paper ...... know themselves in real life or met online. Their self-identifications are constructed in the plural by their gaming preference. For them, this was not simply a declaration of personal interest in gaming; it was also a statement of group identity. DeKoven defined "gaming community" as a community as a group of people who want to play together, who could change games, and who could even reinvent the rules of the game in order to create a level playing field for its members. Furthermore, the gaming community has a special bond, different from what scholars of computer-mediated communities call "communities of interest" or "communities of practice." This means that once people who have common interests with others in the virtual world, they will build a special bond between them that will lead them to indulge in their so-called "gaming community ».”.