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Digital Nation

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Digital Nation
Frontline published a video titled "Digital Nation" that looked into the world if technology. The video was published in 2010, a time where generation X was diving deeper and deeper into online interaction and digital media. Various arguments, facts, and opinions were shared between professors, professionals, and other interviewees. I took the time to analyze and elaborate upon my four favorite segments. The following will highlight my opinions toward some of the Digital Nation video segments.
My most favorite segment, “Virtual Worlds”, looked into the online epidemic of virtual reality. People are inhabiting the Internet as a real place, according to Doug Rushkoff. Azera, the World of Warcraft gaming universe, is referred to as a prime example for where people can live a vicarious life with adventures they would never experience in real life. Being a part of a world of adventure, excitement, and meaningful purpose is inevitably attractive. Players are able to interact with one another and, essentially, experience their lives as a story of fantasy and wonder. They’re able to form ‘guilds’ too, which initiates a sense of belonging and duty of care. In my opinion, social groups and guilds establish some kind of loyalty owed to people who you don’t really know. This exchange leads to greater interaction, even outside of the gaming world. Conventions and conferences make face to face interaction more possible, which often leads to even more in- depth relationships between gamers. The creator of Second Life, Philip Rosedale, made an online universe available to those who wanted a second reality that brought together their dreams and imaginations of the real world. Avatars are able to carry out life as a real human would, but only with a set of rules for interaction. According to Philip Rosedale, "people become more sociable, connected, and dependent upon one another... And want to be more well behaved in online virtual interactions." This is very true, not only for

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