V irtual worlds or virtual technology can be used in a multiplicity of ways, including an augmented social media experience to even a virtual educational purpose, such as the teaching tool used for nurses, according to Stephanie Simons' article in The Wall Street Journal: "Avatar II: The Hospital." Typically, virtual worlds consist of visiting a sites via a virtual character, known as an avatar that is usually designed by an end-user to interact with other virtual users. These avatars are then used in a quasi-realistic interaction with others within virtual environments. Real life experiences and scenarios are played out in these virtual worlds. Virtual worlds foster a great sense of creativity, as one can be portrayed as whomever or whatever they want to be. In many cases, one can chose an identity of the opposite gender or even as a different species, or even a different nationality. They can foster or even express different personality or communication traits that th