Virtual Worlds are online communities that enable users to interact with each other through the web, as well as to create objects.
There are two common ways of uses for virtual worlds. One is to provide a community for online communication only; and the other one is game based. Yet the virtual worlds we mostly seen today are online games based, which have some business purposes on it. "In most virtual worlds, memberships are free, but players trade real money for virtual currencies, used to buy products, save up in an account or eventually redeem for real money. " stated on a article No Budget, No Boundaries: It's the Real You.
Depends on the background for the virtual worlds creation,they can bring many positive effects such as recreate a world in the past days for memorial purpose.According to Mr.Bard,a user of Second Life, says “The old mailboxes are still here...firmly installed behind his desk.” Also, they serve as some places for relaxation and entertainment. However, virtual worlds are not real after all. We can see how many teenagers has found online games as way to escape the various pressure, not to mention there's is a possibility that ones' privacy may be violated.
Instead of saying foster creativity, it would be better to use the term interest while using virtual worlds. Virtual world can help people gain interests on computer technology, so that they have the motion to learn more.
It's not hard to predict how virtual worlds will look like in the future. Some movies and cartoon shows are already give us a sense of how it might be. Soon people can enter the virtual world and touch everything inside with their own hands, and maybe fighting monsters also.
**********
--Laferla, Rufh.No Budget, No Boundaries: It's the Real You. NewYork Times.
--Knafo, Saki. In Room 100, It's Sid and Nancy All Over Again. The New York Times.