She believes that people might gravitate towards the form of online communication because it requires less work than face-to-face interaction. This is concluded from her statement, “These platforms help people project any image they want; they can be whoever and whatever they want to be. Without the ability to receive nonverbal cues, their audiences are none the wiser.” However, social media websites aren’t the only platform in which profiles are created. Video game profiles have a similar effect, in that games, such as Halo, compile records of players that showcase how much one has contributed to a game (McGonigal 450). Like Facebook, this can place stress on the player to perform well and if they feel like they do, it then creates feelings of service and …show more content…
Only after this is done, can we apply our knowledge and rectify the damages. Of course, there are many benefits to the accessibility of these types of technology, but separating these benefits from the flaws that it has the potential to create is imperative for the healthy growth of our youth. This is why research on these topics are vital to the progress of society and each individual within it. Once we begin to understand the mass misuse of virtual reality and the consequences that branch from it, such as dependence on virtual approval and how it emotionally stunts one’s character, can we start informing the youth of the dangers and how to avoid