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Study dealing with the influence of the virtual life on the real life, and especially in social and economic background. This analysis is illustrated with many examples. What are the advantages and disadvantages, and even the dangers, of a virtual world?

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[...] For example a region is $200. These prices may not seem very important, but if they add up, they can reach high levels. A few graphics A few graphics A few graphics Extreme cases Sometimes, real life and reality can come very close to each other, and separtating them is not always easy for avid gamers, who can spend nights playing on a computer screen. This obsession can lead, in rare cases, to extreme actions. Extreme cases On TV More and more movies deal with the issus of the importance of virtual life nowadays. [...]


[...] The cost of virtual games There are many expenses linked to these games. Namely, the price of the game itself, to price of the account and the prices of the virtual goods that you can buy, extansions for the game, but also the price of the computer, that must be very performing. Let’s take the World of Warcraft example. The game itself costs $30. The account costs about $15 per month. For Second Life, Prenium Accounts are $10 and up. [...]


[...] If most accounts - or characters - go for $50 to $200, the highest sell was a World of Warcraft account, for no less than $ Virtual businesses From $60 addons for games to facebook virtual gifts, you can pretty much buy anything. Armors and weapons for gaming characters or clothing and hairstyles for Virtual Life avatars, there are many possibilities at all prices. Usually, you have to by a certain amount of credit (or virtual money) with real dollars. You then spend these credits in the game. It’s therefore very easy to design clothes or weapons to sell, or at least much more easier than in real life. [...]


[...] Though is stay fictional it emphasize the fact that we sometimes forget to live our real lives because our online lives can seem easier, more exciting. CONCLUSION As I have said, those cases are fictional. Unfortunately, extreme cases have been reported in real life. «Boy collapses after playing WoW for 24 hours The boy, along with six of his friends, had just purchased the newest WoW expansion, Wrath of the Lich King and began playing the game Saturday afternoon. According to the Times Online, the boy eventually collapsed because of the lack of sleep and food. [...]


[...] It is believed to be now much more important. MySpace, another networking website, was worth $53 billion in 2006, generating neary $24 billion in revenues the same year. CONCLUSION It’s very hard to find market values of very popular games such as World of Warcraft or Second Life, but we can only imagine how high it is. Money can be made out of these games, however, it also costs something. A bad influence of life All of these virtual realities and games keep on going even when you log off. [...]

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Informations sur le doc

Date de publication
22/07/2010
Langue
anglais
Format
pdf
Type
dissertation
Nombre de pages
29 pages
Niveau
grand public

Informations sur l'auteur Caroline K. (étudiant)

Niveau
Grand public
Etude suivie
droit des...
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