Cyberspace: Its Possibilities

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Cyberspace; an intangible dimension full of possibilities that can empower not only virtual lives but also REAL lives. Lessig, L in his book “Four Puzzles From Cyberspace” delves into the concept where cyberspace allows people to exist in a different reality separate to the real that can provide a “richer experience” to life. On cyberspace people are able to express their opinions however they wish, and this empowers people.

I think cyberspace has a great deal of influence on the real world. It not only empowers but may also influence the actions that people take in the real world. There’s research that point out that the absence of regulation and hence free-reign people have on cyberspace has allowed them to act in whatever manner they like in the real world.  This clearly has real life implications and has led to some of the younger generation being unable to distinguish the separation between the cyberspace and the real. This has resulted in people committing crimes in the real world without realising the real social and physical impact on the society.

From time to time I see my brother playing the latest Call of Duty or Medal of Honor game where the aim is to shoot and kill enemies. Now, I have just realised that when my brother plays, he too is engaging in a cyber reality. It is clearly evident that my brother is not deeply influenced by the game (as to my knowledge he has no intention of committing any crimes), however there are other who have become so immersed in the game that it has a large influence on them in the real world. Just look at this young boy who becomes violent after his mother deletes his World of Warcraft account. Here’s the link.

It is obvious that the cyberspace does have an effect on the real world, and I think there is a real need to regulate it. Cyberspace has limitless possibilities and it is important that we don’t restrict it, but devise a way in which the effects of the cyber world is minimised on the real world. Maybe this is a start to developing a cyber proof solution “Boot Camp Cure for Web Obsession“.

Picture from:     http://www.techaddiction.ca/teenagers-addicted-to-computer-games.html

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5 thoughts on “Cyberspace: Its Possibilities

  1. I agree completely – in fact, I posted about the same issue. I think the real question though is whether or not it’s even possible to regulate cyberspace? I mean how can you control something that doesn’t technically exist? Issues such as anonymity online, ownership in cyberspace are difficult to apply hard and fast rules to. It’s a scary concept. I mean on one hand we don’t want to be like China. But on the other hand we can’t do nothing at all. It will be interesting to see legal systems adapt.

  2. I do agree that if teenagers are too addicted to the cyberspace might have negative impact to them. But i am not so sure if playing violent video game will influence the gamer’s attitude or action in the real world, remember influence is impossible to measure, other external factors could also have impact on our behavior such as family background etc. I absolutely love your video and i found a remix version of that video (http://www.youtube.com/watch?v=B9_7kAKmTVk), it is amazing that how cyberspace give us opportunity to recreate media content. I also agree that cyberspace need to be regulated as it doesn’t has any boundary, it is way too easy to “cross the line”.

  3. I agree with that cyberspace has a great deal of influence on the world. If you think about it, our currency system is virtual. 10c has no real worth other than the worth we give it. I believe it’s the same with the cyberworld. The products and environment of virtual space is given the worth and value that we perceive. In the case of you’re brother, he see’s it as entertainment, not a guide to how he lives his life.

  4. I also agree that cyberspace has a great deal of influence in the world today. A perfect example of this, while I may not agree with it – is of the way various online video games influence behaviour. With various criminal shootings around the US it’s interestng to see how games and other cyberspace elements have effected them.

  5. I’ve heard plenty of people talk about the violent video game debate, saying that violent games couldn’t possibly have a link to real life behaviour (because it’s so far from reality). As someone who has played one or two violent video games, I’d tend to agree with this.

    But considering that we have whole industries built around using other forms of media to influence people (like television advertising) it’s definitely important to consider that the games children (and adults) are playing, and other cyber-things that they are involved in may be having some kind of influence on their behaviour.

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