Psychology & Psychiatry

Achievement and escapism can lead to online video game addiction

As online video games increase in popularity—particularly with the COVID-19 pandemic forcing people to stay home—some players are becoming addicted as they seek feelings of achievement and escape, according to new research ...

Health

Exercise caution after working out in virtual reality

Virtual 'exergaming' has become a popular way to exercise—especially among younger people—since the release of virtual reality (VR) fitness games on consoles such as Nintendo and Playstation.

Psychology & Psychiatry

How virtual reality takes the 'work' out of workouts

If you want to exercise harder, enjoy it more and feel it less, pull on a VR headset and plug in some upbeat tunes, leading sport scientists say in their latest study.

Psychology & Psychiatry

Why the brain needs to get out and about

We are all at home in familiar surroundings. Not only is this boring but it can also have a negative influence on our learning, explains cognitive neuropsychologist Judith Schomaker. "Discovering new environments gets our ...

Diseases, Conditions, Syndromes

Examining the social impact of COVID-19

After being forced to relocate from their MIT dorms during the COVID-19 crisis, two members of Professor Rebecca Saxe's lab at the McGovern Institute for Brain Research are now applying their psychology skills to study the ...

Psychology & Psychiatry

Virtual reality makes empathy easier

Virtual reality activates brain networks that increase your ability to identify with other people, according to new research published in eNeuro. The technology could become a tool in the treatment of violent offenders to ...

Ophthalmology

VR game gives users 'eyes-on' experience with vision loss

In a virtual world, a knight in full armour sits in front of me, expectantly waiting for me to deal them some playing cards. As the game progresses, a large black spot grows in the middle of my vision. I try to pick up the ...

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Virtual world

The computer accesses a computer-simulated world and presents perceptual stimuli to the user, who in turn can manipulate elements of the modeled world and thus experiences telepresence to a certain degree. Such modeled worlds may appear similar to the real world or instead depict fantasy worlds. The model world may simulate rules based on the real world or some hybrid fantasy world. Example rules are gravity, topography, locomotion, real-time actions, and communication. Communication between users has ranged from text, graphical icons, visual gesture, sound, and rarely, forms using touch, voice command, and balance senses.

Massively multiplayer online games commonly depict a world very similar to the real world, with real world rules and real-time actions, and communication. Communication is usually textual, with real-time voice communication using VOIP also possible.[clarification needed]

Virtual worlds are not limited to games but, depending on the degree of immediacy presented, can encompass computer conferencing and text based chatrooms. Sometimes, emoticons or 'smilies' are available, to show feeling or facial expression. Emoticons often have a keyboard shortcut. Edward Castronova is an economist who has argued that "synthetic worlds" is a better term for these cyberspaces, but this term has not been widely adopted.

This text uses material from Wikipedia, licensed under CC BY-SA