Tag Archives: virtual worlds

Should we be learning of relationships through our video game play? More and more virtual worlds are improving the aspects of relationships in their games, to make the experience more realistic. Relationships, however, are the most difficult thing to replicate in a virtual environment. It’s one huge algorithm turning virtual worlds into Choose Your Own Adventure books, where a million different scenarios could result in one misguided action taken against the wrong person.

But I guess that’s how the world works. Every moment we’re alive, we’re making a decision. Each of those decisions could render a series of consequences that affects our lives and the lives of those around us. Incorporating that level of relationship complexity into a game requires a certain amount of artificial intelligence, which is something that’s currently being developed for a number of other technologies beyond those used in virtual environments.

From the military to medical devices, the complex nature of relationships and emotions is finding its way into more aspects of our lives. The way in which we learn is more connected to technology than it ever has been, and certain roles for developing our relationships are being achieved through these virtual environments as well.

We’ve already seen this in various online networks, or even the simple task of sending an email. There’s no body language to read into, and the only cues you’re left with are vocabulary, grammar and formatting. From this, you insinuate a great deal about your personality, which could be misconstrued or right on target.

As online social media outlets become more integrated into the actions we carry out on a daily basis, we’re left with even more rules of etiquette that pertain to a very specific aspect of our regular correspondence with other people. Our children these days are learning how to socialize online and offline in a more conjunctive sense, instilling new ways in which the virtual realm is being incorporated into our social development.

Whether or not this is a good thing remains to be seen, but it does appear to be a natural progression given our human nature and technological knowledge. In many ways, virtual environments are able to bring a global twist on various aspects of our geographic culture, giving us new ways to learn about our own humanity. In another way, the ongoing development of a system that mimics human thought, emotion and response sounds like a frightening plot line from a Jerry Bruckheimer program. And that’s really all I have to say on the subject.

WeeWorld gets more mobile with a new iPhone app. It lets you customize your WeeMee on the go. You can then use your new avatar for caller ID purposes, even on other people’s iPhones (your friends, of course–who else would have your phone number?). From there, you can also use your avatar for social networks like Facebook, where WeeWorld also has an app. As far as other social media outlets go, you’ve pretty much always been able to use your WeeWorld avatar for the likes of AIM chat. The same goes for the new mobile avatar creation app.

With the new iPhone app, WeeWorld is taking its virtual environments one step closer to the mobile realm. Having incorporated itself into a wider-range virtual world and porting that to other platforms such as Facebook, WeeWorld has been rather calculated in its strategy towards expansion. Having a greater mobile presence indicates that WeeWorld is seeking better engagement and interactivity with new and existing users. I, for one, would love to see more ways in which to interact with my virtual environments through my mobile device.

While there aren’t many direct ways in which the new WeeWorld avatar creator can interact with the WeeWorld’s online virtual world, the new iPhone app is certainly a step in the right direction. Given the growing presence virtual environments have on our every day social interactions, even something less involved such as an avatar can have a great impact on the mobile and associated web-based markets.

Virtual goods, for one, present an opportunity for WeeWorld to increase visibility and revenue by offering an iPhone app such as this, especially if the economy around purchasing accessories for an avatar grows through WeeWorld’s mobile presence. Tying this in with other socially-driven platforms and marketplaces is a good way for WeeWorld to segment and re-aggregate a good portion of its existing and upcoming options around its virtual environments.

Especially with the upcoming release of the Apple iPad, WeeWorld could have even more chances to combine its mobile and web-based efforts. As the iPad will have a greater focus on web activity and mobile browsers, the opportunity for Facebook apps to increase their mobile options may be achieved with the iPad and similar devices. For those, such as WeWorld, that already have iPhone apps, the potential behind the iPad is even greater for mobile access and interfacing options with its users.