The disruptive powers of Second Life, a 3-dimensional virtual world reality
where through the use of free client programs or viewers, second life users (residents)
create avatars to interact with each other, have impacted the lives of people worldwide. Dr. Thornburg (2009) posited that new
technologies are always susceptible to unanticipated ‘wild card’ disruptive
technologies. Dr. Thornburg
further opined that Second Life is disruptive technology to real life. However,
keep in mind that it is not the technology that makes it disruptive but the
impact that the technology makes. Businesses and universities are using
Second Life to attract younger students and younger clientele. The reason why people are claiming that Second Life
has such potential at being a disruptive technology is that it radically shifts
how and where people can interact socially.
Second Life replaced traditional
environment such as Game Cube, Sega Genesis, and Atari that people interacted
in. Through Second Life world people attend classes, meetings, visit stores, colleges,
universities, and parties. To answer
the question, how many years before Second Life will be replaced by another
disruptive technology or emerging technology, look at its track record. Linden Lab released Second Life in 2003, “while
other worlds, including open source environments have launched since then, Second
Life remains the largest general-purpose virtual world--with its own currency,
Linden dollars, which can be used to buy, rent, or trade land and goods”
(Campus Technology, 2011). Over 1
million people log into Second Life, generating nearly $75 million annually. As long as
Second Life provides its residents with endless imagination and unexpected
surprises, it most likely will continue to be enhanced and improved with newer
features instead of being replaced.
The social benefits of Second Life
are visible in higher learning institutes use of virtual worlds to provide
signage and marketing material that showcase their campuses and disseminate
recruiting information to students and parents. University of Delaware, Montclair
State University (NJ), and University of North Carolina-Chapel
Hill, are just a few examples of schools that use Second Life for automated/virtual
tours and faculty projects that teaches concepts and engages students in the
process. As
a social 3D media, Second Life also enhances the social skills among its
participants.
tags: disruptive technology, virtual worlds,
Linden Labs, second life, virtual reality,
Sarah D.
Reference:
Campus Technology (2009). Second Life: Engaging Virtual Campuses. Retrieved from http://campustechnology.com/Articles/2009/03/04/Second-Life-Engaging-Virtual-Campuses.aspx?sc_lang=en&Page=3#
Rosedale, P.
(2008). Philip Rosedale on Second Life [Video].
Retrieved from
http://www.ted.com/talks/the_inspiration_of_second_life.html
Thornburg, D.
(2009). Disruptive Technologies, Laureate Education Inc.