Games or virtual environments which involve creativity, mass involvement, or online community are likely to have more longevity. They can also help us 'model' or rehearse social behaviours or situations. An online persona or Avatar can be used to project a characteristic which someone feels they would like to have 'in real life'.
Koster feels games should also aim to tell us something about the human condition; in this way contribute something to society by helping us imagine other ways of doing things. Virtual worlds offer a space to experiment and to try out different ways of engaging with each other; with time, distance and physicality being no barrier.
Children use game play to rehearse real life; they can flip in and out of 'virtuality' or imaginary play within a matter of seconds. In group creative play they often use recognised trigger words to signal when to begin and end an imaginary scenario; 'Let's pretend....." Adam Joinson writes in his book 'Understanding the Psychology of Internet Behaviour: Virtual Worlds, Real Lives' how "social support and intimate, empathic communication on-line can have a number of benefits for an individual." There is evidence (Pew study of American teenagers) to show that those who socialise online socialise better offline too (Lenhart et al, 2001); 60% of frequent users felt the Internet had improved their friendships 'some' or 'a lot'. Marshall McLuhan, the influential 'thinker' of the 1960's, thought new technology might lead us to a time where a global village or simultaneous 'happening' could begin to take place. He felt writing, printing and a few centuries of literacy had placed too much importance on the visual, obscuring the importance of things which were more spontaneous, oral, or 'acoustic'. It's important to have something to do in virtual space, and for there to be a common purpose and social structure; too much structure or facilitation and the shared space loses its spontaneity. On the other hand, if there is nothing to do, no common purpose or shared activity; or if the narrative is too predictable, too 'locked down', then boredom may result.

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