Q's & A's - Virtual worlds

1. What are the virtual games?

A virtual world is a computer-based simulated environment intended for users to inhabit and interact via avatars. These avatars are usually depicted as textual, two-dimensional, or three-dimensional graphical representations, although other forms are possible (auditory and touch sensations for example). Some, but not all, virtual worlds allow for multiple users. The computer accesses a computer-simulated world and presents perceptual stimuli to the user who, in turn, can manipulate elements of the modelled world and thus experiences telepresence to a certain degree. Such modelled worlds may appear similar to the real world or instead depict fantasy worlds. The model world may simulate rules based on the real world or some hybrid fantasy world. Examples of such rules are gravity, topography, locomotion, real-time actions and communication.
 

2.Who are virtual worlds for?

Virtual worlds are designed for specific age groups. However, in most cases these sites are open to users of all ages. The age for which the site was designed is usually mentioned in the parental guide. Parents and carers should be aware that when children below the stipulated age access a site, they could encounter content that is potentially harmful or meet with older players who could pose a threat to their wellbeing. The available features and content on any site are intended only for users of or above the designed age. Children can claim to be any age and there currently are no well established, widespread and foolproof tools to verify age.
 

3.What effects can virtual games have on these children?

 Virtual worlds are a relatively new phenomenon, and therefore no extensive research with regards to their psychological and educational effects is yet available. It could be assumed that what has been previously said about TV and video games applies here as well, with greater impact because virtual worlds encompass the characteristics of presence and interaction, suggesting greater involvement of participants.

Source: ENISA http://www.enisa.europa.eu/act/ar/deliverables/2008/children-on-virtual-worlds

For more information please visit www.saferinternet.gr

 

 

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