
Web 2.0 technological innovations are giving advantage to those implementing virtual worlds into their organizational functions. The beginning advancements and widespread growth of virtual worlds are proving to bring about the question of, what will a virtual world bring to “real” society?
Societal implications are not limited to factors such as knowledge and education, technological, economic, medical, environmental, cultural, ethical, legal, cultural, and risks. Although home computers and high speed Internet seem like an essential in society today, not every person has access to that technology. Virtual worlds limit the diversity of communication.
People that do not have the means to obtain the requirements to participate in a virtual world are left out of the environment which does not allow users to fully embrace meeting people of all walks of life. “The key reasons given by those households that have never connected to the Internet at home suggest problems of cost/value and availability, including: "Don't Need/Not Interested" (41.6 percent), "Too Expensive" (22.9 percent), and "No or Inadequate Computer Available" (22.5 percent). Affordability and computer availability are even more important for those who had Internet service but discontinued it. The major reasons for people discontinuing home Internet use include "No or Inadequate Computer Available" (27.5 percent), "Too Expensive" (27.2 percent), and "Don't Need/Not Interested" (18.4 percent)" (Cooper, 2004).
On another note, the social experience that the people who using the web 2.0 world to their advantage are very new and beneficial. Being able to have a meeting at a completely neutral site which makes the boss down to the janitor of a company relatively equal is a great thing. It also brings people together from all over the world to be able to again meet at a neutral site from the comfort of there own home or country. This bridges the gap from economic and professional classes. It can allow communication to run horizontally.
As the usability of these web 2.0 environments become easier and are more accessible to the masses, the societal implications will also become greater. “We need to consider an enormous array of possibilities including the effects of the use of colour, illusory effects, positioning of information, size and distance, light, contrast and image size - to name but a few! In order to instantiate a solid ground for developing a highly effective and 'pleasant' interface, these considerations must be paramount.” (Rajani Rosenburg, 1999) The graphical user interface of virtual worlds is continually improving and as hardware become faster and cheaper, the virtual world platforms will be so much more rich and capable of delivering new and innovative means of communication.
Virtual worlds are meant to represent reality, and the users of these CMC platforms are using them for the same types of things one could do in real life, however allowing them to accomplish these tasks networked with other individuals all over the world. Communities are an essential part of interactions and communication, whether it is businesses or personal circles. Virtual worlds and web 2.0 technologies have great potential to form communities of people with various shared interests. People belonging to specific communities will have the ability to meet with other users in any desired location created by users. It is these functions and practices of user created experiences, content, and communication that are bringing forth the most societal implications.
This type of experience has never been able to be done before and it has potential for great things. It can bring people together and test all sorts of ideas instantly all over the world. The capabilities that the Internet gives us are almost endless and it is really up to us the next generations to find the best uses for it.