求关于虚拟世界优点的英文辩论资料

求关于虚拟世界优点的英文论辩资料
最好是有三个优点以上,每个优点的陈述在1-3分钟内

lz可以查下维基百科 输入VIRTUAL WORLD

One perception of virtual worlds requires an online persistent world, active and available 24 hours a day and seven days a week, to qualify as a true virtual world.[citation needed] Although this is possible with smaller virtual worlds, especially those that are not actually online, no massively multiplayer game runs all day, every day. All the online games listed above[clarification needed] include downtime for maintenance that is not included as time passing in the virtual world. While the interaction with other participants is done in real-time, time consistency is not always maintained in online virtual worlds. For example, EverQuest time passes faster than real-time despite using the same calendar and time units to present game time.

As virtual world is a fairly vague and inclusive term, the above can generally be divided along a spectrum ranging from:

massively multiplayer online role-playing games or MMORPGs where the user playing a specific character is a main feature of the game (World Of Warcraft for example).
massively multiplayer online real-life/rogue-like games or MMORLGs, the user can edit and alter their avatar at will, allowing them to play a more dynamic role, or multiple roles.
Some would argue that the MMO versions of RTS and FPS games are also virtual worlds if the world editors allow for open editing of the terrains if the "source file" for the terrain is shared. Emerging concepts include basing the terrain of such games on real satellite photos, such as those available through the Google Maps API or through a simple virtual geocaching of "easter eggs" on WikiMapia or similar mashups, where permitted.

[edit] Economy
A virtual economy is the emergent property of the interaction between participants in a virtual world. While the designers have a great deal of control over the economy by the encoded mechanics of trade, it is nonetheless the actions of players that define the economic conditions of a virtual world. The economy arises as a result of the choices that players make under the scarcity of real and virtual resources such as time or currency.[4][clarification needed] Participants have a limited time in the virtual world, as in the real world, which they must divide between task such as collecting resources, practicing trade skills, or engaging in less productive fun play. The choices they make in their interaction with the virtual world, along with the mechanics of trade and wealth acquisition, dictate the relative values of items in the economy. The economy in virtual worlds is typically driven by in-game needs such as equipment, food, or trade goods. Virtual economies like that of Second Life, however, are almost entirely player-produced with very little link to in-game needs.

The value of objects in a virtual economy is usually linked to their usefulness and the difficulty of obtaining them. The investment of real world resources (time, membership fees, etc) in acquisition of wealth in a virtual economy may contribute to the real world value of virtual objects.[4][clarification needed] This real world value is made obvious by the trade of virtual items on online market sites like eBay. Recent legal disputes also acknowledge the value of virtual property, even overriding the mandatory EULA which many software companies use to establish that virtual property has no value and/or that users of the virtual world have no legal claim to property therein[7].

Some industry analysts have moreover observed that there is a secondary industry growing behind the virtual worlds, made up by social networks, websites and other projects completely devoted to virtual worlds communities and gamers. Special websites as GamerDNA, Koinup and others which serve as social networks for virtual worlds users are facing some crucial issue as the DataPortability of avatars across many virtual worlds and MMORPGs. [8]

Furthermore, economical actors are interested by virtual world like 3D video games, instant messaging, search engines and blogs because these are places where they can display targeted advertising, adapted to the people who will see it. Projects about coming video games planned to include advertisements inside the 3D environment.

[edit] Research
The number of people using virtual worlds is increasing at a rate of 15% every month and this growth does not appear to be stopping or slowing down anytime soon. (Hof, 2006d; Gartner, 2007 cited by Bray and Konsynski 2007). This is the same with research being carried out in virtual worlds. It is an ever increasing way for business and governments to use the resources to gather and collate information for their use. Research for information systems purposes is being carried out in virtual worlds for the look in open sourcing, providing tools without the need for sponsorship of corporate businesses. It provides a look into the virtual world creation and how it is able to spread itself around the internet for different people from different countries to interact and provide information. It provides an insight how people find the information and how that information is being used by different people. Governments are also beginning to interact in virtual worlds and are a discussion point for some in terms of governance and law. Virtual world is neither public nor private owned. It is the people interacting in it that make the world. Governments research into the use of virtual worlds by people as some have virtual property, amounting to a second life online in another world. This is where governments have to look into if it is viable or even feasible for them to tax those with a second life to govern them with taxes and laws.

[edit] Commercial
As businesses compete in the real world, they also compete in virtual worlds. As there has been an increase in the buying and selling of products online (e-commerce) this twinned with he rise in the popularity of the internet, has forced businesses to adjust to accommodate the new market.

Many companies and organizations now incorporate virtual worlds as a new form of advertising. There are many advantages to using these methods of commercialization. An example of this would be Apple creating an online store within “Second Life”. This allows the users to browse the latest and innovative products. You cannot actually purchase a product but having these “virtual stores” is a way of accessing a different clientèle and customer demographic. The use of advertising within "virtual worlds" is a relatively new idea. This is because Virtual Worlds is a relatively new technology. Before companies would use an advertising company to promote their products. With the introduction of the prospect of commercial success within a Virtual World, companies can reduce cost and time constraints by keeping this "in-house". An obvious advantage is that it will reduce any costs and restrictions that could come into play in the real world.

Using virtual worlds gives companies the opportunity to gauge customer reaction and receive feedback. Feedback can be crucial to the development of a project as it will inform the creators exactly what users want.

Using virtual worlds as a tool allows companies to test user reaction and give them feedback on products. This can be crucial as it will give the companies an insight as to what the market and customers want from new products, which can give them a competitive edge. Competitive edge is crucial in the ruthless world that is today's business.

Another use of virtual worlds in business is where you can create a gathering place. Many businesses can now be involved in business-to-business commercial activity and will create a specific area within a virtual world to carry out their business. Within this space all relevant information can be held. This can be useful for a variety of reasons. You can conduct business with companies on the other side of the world, so there are no geographical limitations, it can increase company productivity. Knowing that there is an area where help is on hand can aid the employees. Sun Microsystems have created an island in second life dedicated for the sole use of their employees. This is a place where people can go and seek help, exchange new ideas or to advertise a new product.

According to trade media company Virtual Worlds Management,[9] commercial investments in the "virtual worlds" sector were in excess of USD 425 million in Q4 2007,[10] and totaled USD 184 million in Q1 2008.[11] However, the selection process for defining a "virtual worlds" company in this context has been challenged by one industry blog.[12]
温馨提示:内容为网友见解,仅供参考
第1个回答  2009-05-08
在英文的Google上搜Second Life。

求关于虚拟世界优点的英文辩论资料
According to trade media company Virtual Worlds Management,[9] commercial investments in the "virtual worlds" sector were in excess of USD 425 million in Q4 2007,[10] and totaled USD 184 million in Q1 2008.[11] However, the selection process for defining a "virtual worlds" company in this...

辩论题目:随着网络的普及,大学还有必要设立图书馆吗? 所在方:有必要...
网络的普及不等于有效资料的普及,大学设立的图书馆是有效资料的集合地,所以有必要,而且不是所有资料都可以在网上普及的,有些科研,技术还得给部分人参考,而不是所有人,大学设立图书馆的目的也不仅仅是为了共享资料,还有很大一部分是为了营造学习氛围,如果网络可以营造这样的氛围,我想,可以创造一个...

班上要举行一个辩论会,写一篇关于玩网络游戏好处多\/玩网络游戏害处多的...
有人总结了上网的五大好处:一是开阔视野,及时了解时事新闻,获取各种最新的知识和信息;二是可以毫无顾忌地与网友聊天,倾吐心事,减轻课业负担,缓解压力;三是可以在各个BBS里张贴自己对各种问题的看法和见解,觉得很有成就感;四是可以提高自己某项业余爱好的水平;五是自己动手做主页已成为时尚,把自己喜爱的图片资料传上去...

后天有个网络利大于弊的辩论赛,我是反方弊大于利的四辩,求个比较完整的...
由此可见,网络对人们是弊大于利。虽然有许多沉迷在网络的虚拟世界里的青少年,但是在众人的帮助下和自己坚贞不渝的思想上建了一个牢不可攻的保护墙,把网络所有的坏处都堵在外面,再也不让它影响到青少年们。为了学业进步,身体健康,不外泄隐私,为了我们大家的未来,我们要远离网络的“网毒”而驱除“...

跪求辩论高手!~速度来帮忙!!
资源共享性优势:互联网上大量的信息资源都可以被网民所采用,满足自己的需要。同时,欢乐可以分享,痛苦可以分担,给人一种心理上的慰藉。随着社会化程度的加巨,作为社会性的人对网络的依赖性将逾来逾强。 网络环境的虚拟性优势:从哲学意义上讲,网络是“第三世界”,是一个介于物质世界和精神世界之间的世界,是一个以...

学校辩论会,我是反方。上网弊大于利。有什么比较毒的问题,让对方答不上...
4、整天看电视,使孩子时时处于被动地接受的状态,就难以体会真实的世界,变得被动和缺少想象力。上学的孩子看电视入了迷,就难以体会到读、写、做等有益活动的乐趣,影响孩子的学业。学龄前儿童看电视的时间太多,会妨碍他们玩耍,对培养孩子的想象、表达、交友、手眼配合等多方面的能力是十分有害的。5...

网络的利与弊 辩论会
五、可以促进学生更好的完成学业,比如你,呵呵 害:主要是精力的分配。一方面,上网占用了青少年学习、休息的部分时间,造成青少年用户学习压力大、时间分配紧张等情况;另一方面,部分青少年用户由于深陷网络的虚拟世界,以至于在日常生活中,如上课、睡眠等,也常常想着网上空间,造成了精神不集中等情况。除在...

上网弊大于利辩论,我是2辩,求几个尖锐的反驳问题。好的加分
8.互联网中的不良信息和网络犯罪对青少年的身心健康和安全构成危害和威胁. 9.互联网使许多青少年沉溺于网络虚拟世界,脱离现实,也使一些青少年荒废学业。 10.青少年在充分享受着网络时代的快捷与方便的同时,其身心也正承受着网络负面效应的煎熬。信息网络对于玩酷追星、宣展自我、极富好奇心和冒险精神的年轻一代而言,...

辩论赛之中学生上网利大于弊正反两方资料
担现实生活中的压力和责任。虚拟世界的这些特点,使得不少青少年宁可整日沉溺于虚幻的环境中而不 愿面对现实生活。而无限制地泡在网上将对日常学 习、生活产生很大的影响,严重的甚至会荒废学业。三,互联网中的不良信息和网络犯罪对青少年的身心健康和安全构成危害和威胁。当前,网络对青少年的危害主要集中...

关于青少年网络利与弊的辩论赛。
1..互联网使许多青少年沉溺于网络虚拟世界,脱离现实,影响学习成绩。 案例:有一个初中生即将高中毕业,但却两年深迷于网络游戏,茶饭不思,经常通宵打游戏,旷课不断致使学业荒废,性格也越来越孤辟。父母苦苦哀求仍毫无用处,现在成了互相怒目圆睁,甚至父母都产生了“就算没生过这个儿子”的念头。 2.容易接触不良网页,...

相似回答
大家正在搜