But there is rising concern that virtual worlds such as Second Life and Kaneva and role-playing games like "EverQuest" can escalate the potential for and extent of infidelity.
After all, avatars, or alternative identities, do it all: shop together, get married in wedding ceremonies and even buy property with virtual currency they purchase with real-world dollars. They can also commit crimes against each other, get divorced and sue one another in real-life court over in-game disputes.
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