I was
really sad that I was out of town for last week’s class. As someone who’s pretty involved in the
online gaming community, I was curious as to how others who are less
experienced felt about virtual worlds.
Anyways, I was thinking about the impact of virtual communities and their
effects on society. Naturally, we could
think of impact in terms of real world transactions like virtual
economies in Eve Online or Second Life (there are interesting articles about millionares solely from activities made on their avatar; see below). Something else that comes to
mind are the cultural effects of massive communities like WoW.
More recently, League of Legends (a
game that I play and follow quite a bit) had their final championship
tournament for season. The competitive
scene is part of a growing e-Sports phenomenon, where spectators are able to
watch their favorite players through online streaming, much like other
sports. This year, the championships
were held in Los Angeles, CA and had about 9 million unique viewers. Now, of course, this number is minimal when
compared to major sporting events like the Superbowl, which draws more than 100
million viewers (but comparable to NASCAR at ~8 million). However, what was really interesting was that
the ~4 day event soaked up 5% of North American bandwidth through online
streaming. To give some numbers for
comparison, Netflix uses most bandwidth at 25%, while Facebook uses a meager 2%.
As our culture becomes increasingly
immersed in technology and electronics, I wonder how e-Sports and virtual
worlds will develop. E-sports is already
commonplace in many Asian cultures such as South Korea and recent sci-fi movies
have dramatized futuristic societies with integrated virtual worlds (Total
Recall, Gamer, Matrix). In what other
ways will these virtual worlds leave their mark on the “real” world.
"Anshe Chung" - http://en.wikipedia.org/wiki/Anshe_Chung
No comments:
Post a Comment