Why enter virtual world?
There are multiple reasons for which a person must enter in a virtual world. The following are some of the unique features of virtual world. Safety, ease of creation of relationship, control power and the chance to escape are identified as unique features of virtual world. They are discussed below:
a) Ease of relationship creation
Mahar and Mahar (2009) describe that a new player exposed to second life for the first time may predict that the most interesting section of the experience is that they do not require doing anything. There are no monsters to evade and there is no time urgency. If a new player assumed Second life to be a video game then she or he may be disappointed because the experience does not have a traditional driving force of beating the game. The virtual world occurs to denote social self-efficacy and interactions problems can be left in the real world. The virtual world of second life acts as an aggregator bringing people together for the need of social interaction. The virtual world offers a place that is accessible from almost anywhere and the opportunities for socializing are limitless virtually with tens of thousands of people online at any specific time. Second life acts as a ready marketplace for sellers and buyers of social capital. The major function of the virtual world is to bring sellers and buyers of social capital together. The distinct properties of the virtual environment make interaction in the virtual world comparatively painless, simple and inexpensive.
For many centuries people have used fantasy, stories and fiction to escape from the mundane or unpleasant aspects of everyday life. The fast paced nature of present age has developed higher demands for escape and the technology has developed to meet this demand. This is not importantly the case with virtual worlds. Virtual communities’ involvement will increase the essential for social capital production while offering the component of escape and fantasy. The players can escape their problem through virtual worlds because others can only link with them through their own virtual world avatar. Because there is no real world interaction that is not authorized by the user the virtual world permits for audience segregation between the two worlds. The second life users are expected to be masquerading as something that is always quite varied from their real world persona. Thus the importance for escape is much higher in Second life than in other social networking sites.