Sustainability 2010, 2(10), 3195-3210; doi:10.3390/su2103195
Article

Virtual Sustainability

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Received: 30 July 2010; in revised form: 9 September 2010 / Accepted: 13 September 2010 / Published: 30 September 2010
(This article belongs to the Special Issue Sustainable Futures)
This is an open access article distributed under the Creative Commons Attribution License which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.
Abstract: In four ways, massively multiplayer online role-playing games may serve as tools for advancing sustainability goals, and as laboratories for developing alternatives to current social arrangements that have implications for the natural environment. First, by moving conspicuous consumption and other usually costly status competitions into virtual environments, these virtual worlds might reduce the need for physical resources. Second, they provide training that could prepare individuals to be teleworkers, and develop or demonstrate methods for using information technology to replace much transportation technology, notably in commuting. Third, virtual worlds and online games build international cooperation, even blending national cultures, thereby inching us toward not only the world consciousness needed for international agreements about the environment, but also toward non-spatial government that cuts across archaic nationalisms. Finally, realizing the potential social benefits of this new technology may urge us to reconsider a number of traditional societal institutions.
Keywords: virtual world; online game; conspicuous consumption; telecommuting
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MDPI and ACS Style

Sims Bainbridge, W. Virtual Sustainability. Sustainability 2010, 2, 3195-3210.

AMA Style

Sims Bainbridge W. Virtual Sustainability. Sustainability. 2010; 2(10):3195-3210.

Chicago/Turabian Style

Sims Bainbridge, William. 2010. "Virtual Sustainability." Sustainability 2, no. 10: 3195-3210.

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