‘man-made society allows people to ereate space within video game of life In is Soy:
=
‘simulated intricate web of alternate online dimensions (known as OASIS) is all ereated by
ay
James
Halliday. Interactions online function much like real-life interactions, People can talk, play, and
orm bonds, While he erated this world, he later reveals it was primarily o escape the world he
were still disconnected to
Secale tas
something larger yg call lif) The virtual world, while opening up a literal world of
facety
tu ested the reality of human exploration and relationships with human be
Bperiies, consti hg elty iP beings.
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Tom
y
Without these two things, what separates beg humans Ef'vatars?
off is as natural as breathing. Wo as humans are driven to question
tale fo be short ove Iymecty
‘what the meaning, purpose, or lack thereo, that life, Where di the mind eome 0‘the highs of living a virtual life Kimberly Young, the clinical director of the center for
ca
| Opie Adicton and exeemed author, dis that aning cn come a clinical “impulse
ont disorder. WEBMD ike oie ations, when one is dong they become ——~F «
rela ge Sept wh
incredibly irritable and miserable White wk 40 playing games may start to sound
sa.
abit over dramatized, there are major implications on the lives of those whom it affects. For.
instance, iFa child plays ebout four hours a day (or more) will “have no time time for
socializing, doing homework, or playing sports... That takes away from normal social
developments ERM) People wll continue to physically age but ther emovional and mental
growth willbe stunted. Emotional and mental connections tothe world are two ofthe te that
Overswceping getePulization
“make up che human dynamic.
The vinual space of video pames nan wie to disconnect people from thirAge 10 choose between right and wrong, and focusing more on what positively af
| Same statistic€))allowing people to enter a space in which they ae detached from humanity
affects them when the orcen goes dark. There comes atime when itis nota decision based off
‘morality, buts decision solely on action. There is no questions, just results, driving away from
ical Pallegy ~ Sippel
att eyery command of actice. “2” Mney ~ SRY Slope:
GS3; Players in novel mention disconnects. The killings of characters, obvious motHUMAN relationships. (Avidlence
syyeeiten -ossivke
of “internet friends” vs real friends.
whe Says on!
eran
society there isa lot of what is to reffered to as Antemet friends
“friends in the online world, usually because of distance. While the world wide web allows the
“friend” is constantly attached to the word, *
‘fo meet and bond/ there is a reason the word
= A
Benecee) .
EX: Story of internet friends who met in real life
“A close friends of mine, named Sean, had an internet friendship over facebook with a gitl He
fever met, Megan, He would tell me all about her, Megan lived ubout 40 minutes away, had a9
swicked sense of humor. and enjoyed playing video games, For months they ehatted online
“everyday, There finally came a point when the two decided 19 meet in person. Sean drove
meet her, expecting her same outwardness that she acted online, It was that day he reali
‘a completely different person, in-person.
and feck MA Aeech
the internet bonded them, being together in real lifeBerea sed Samanta he sld bead set want og ae
Dei what Halliday wanted. Leave it simple and save
“hat he want or We, Summarize he implication on exploration and emotions that
lease specity.
‘relationships. Restate the ICD quote.Seam 24 coset dy scng s Ta
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1998, Ready Player One