Hedberg and Chang (2007) wrote, “Christensen defined a
disruptive innovation or technology as one that eventually takes over the
existing dominant technology in the market, despite the fact the disruptive
technology is both radically different to the leading technology and often
initially performs worse than the leading technology according to existing
measures of performance” (p. 3). I see
Second Life as this disruptive technology which will eventually displace video
games. At this time, the graphics are
not as good as many video games, but I believe the Second Life developers will
continue to improve their graphics to the point where it may exceed all
expectations.
Second Life also fits Thornburg’s (Laureate, 2009b) example
of a disruptive technology in that it has the same functionality of a video
game, but operates more efficiently in that the player is not merely operating
a remote device, but becomes immersed in a virtual environment of one’s
choosing. In Second Life, you can
realize whatever you can imagine for yourself- a new you, a new career, a
family, friends, colleagues and cohorts.
The Forward 150 Timeline (Elon, n.d.) predicts the onset of
holographic television and immersive- virtual reality worlds around
2016-2025. I believe that Second Life
will continue its shelf life until the time in which these technologies emerge
as these will become the disruptive technologies that will eventually displace
Second Life.
Second Life is used by corporations, educational
institutions, and personal users to establish global interaction, social
presence, and basically, to build an alternate reality. Educators could use Second Life as a means of
fostering collaboration, connection, and communication between the instructor
and students, as well as, a neighborhood of community among classmates. Businesses could design their islands to
enable customers and clients to explore products and services, and to gain more
knowledge about the business.
Possibilities seem to be endless when it comes to
establishing an alternate ego or persona in this virtual environment. The user would need to be careful not to
allow this world to consume his/her life.
The user would also need to be mindful not to replace reality with
fiction. Some individuals do this with
television or movies. I am constantly
telling my kids, that television is not reality. The danger is even greater with an alternate
reality.
References
Elon University/Pew
Internet Project. (n.d.). Imagining the Internet: A history and forecast:
Forward 150 timeline. Retrieved April 7, 2011, from http://www.elon.edu/docs/e-web/predictions/forward150years.pdf
Hedberg, J. G., & Chang,
C. –H. (2007). The G-portal digital repository as a potentially disruptive
pedagogical innovation. Educational Media
International, 44(1), 3-15.
Laureate
Education, Inc. (Executive Producer). (2009b). Emerging and future technology: Disruptive technologies. Baltimore , MD :
Author.