Entertainment

The Virtual World Let You Both Keep Social Distance And Be Social

Digital games have been around for a long time. Since the end of the 90’s, this enormous platform, sometimes the biggest enemy of families and sometimes their friend, has been able to come back to the agenda especially during the fearful virus days we are in. As you know, many of us are stucked to our homes, even many of us work as Home Office. On the education side, several digital education models was introduced all around the world.

This period, when we do not know how long it will last, caused many of us to open the doors of the online world once again. Even if there is an enormous conspiracy theory about the developments coming with the technology, we live in a world that changes regularly and develops in certain parameters as a certain results. Those who once feared the contactless payment feature are turning to contactless card technology as much as possible today so as not to touch the money, it seems that a completely different people in somewhere in the world has just discovered the basic hygiene rules.

While all this is happening, there are tremendous developments on the part of computer games. Digital games and online media, which are often criticized by some authorities, seem to be popular these days. According to a report from Bloomberg, so many people in Italy play Fortnite that it causes overloads in the country’s telecommunications system. According to the statement, normal data traffic increased by 70 percent. At the same time, Valve’s Steam platform reached more than 20 million concurrent online users as of March 15. This number, which was considered as the peak record in the history of Steam, also affected sales of games. According to the published information, there is a huge increase in the number of micro-payments as well as the sales of games and DLC. Call of Duty: Warzone, Doom Eternal and Animal Crossing: New Horizons, which were released just at the same period with the virus, have already achieved considerable sales figures.

In other words, the game world became a completely different cure by maintaining the social distance on the one hand, and being able to be social on the other hand while world was experiencing such sad days..

In addition, on the MMORPG side, reviving started after many years. I think that if I say that this type of game, which people can experience collectively, is an ointment for the sociological and psychological problems created by the virus by bringing together isolated people in daily life in a virtual world. If even people who say “never” around me are opening a WoW account today, we have once again experienced how useful and helpful the virtual worlds can be, especially sociologically.

I must admit that although existance of virtual world makes many of us feel comfortable, it might not suit for everyone. In this context, I hope we leave these dark and troubled days as soon as possible, so we don’t have to socialize only virtually.

Tags

Related Articles

Back to top button
Close
Close