Thursday, July 26, 2012

The Disruptive Power of Second Life


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.


Rosedale, P. (2008). Philip Rosedale on Second Life [Video].  Retrieved from http://www.ted.com/talks/the_inspiration_of_second_life.html

4 comments:

  1. Vida,

    I did not consider the similarities between Second Life and video games. Do you think that Second Life will add games to provide options, the way that video gaming systems like Playstation and Wii do? I believe this will be the only way that Second Life could obsolete video gaming systems.

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  2. Rashida,

    Ultimately, I could see them adding this option to draw the younger audience. There are some kid-friendly virtual sites now, such as Club Penguins, WebKinz, Secret Builders, BarbieGirls.com, Star Wars: Clone Wars Adventures, Build-A-Bearville and more that allow kids to play through virtual avatars. These options could definitely give video games a run for their money.

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  3. Vida,

    I think the possibility of a person becoming so involved in their virtual world (second life) that they neglect their in-person life is very real. In fact, I think technology has always posed a threat to real-world situations, such as the creation of the telephone having people forsake in-person conversations for telephone conversations instead. I sometimes get so involved in fixing my "Cafe World" food that I forget to fix real-world food for the real me to eat. :) In the end, I think the benefits of virtual interactive technology such as Second Life, especially in professional and/or educational environments, make it worthwhile despite the risks.

    AJ

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  4. Vida,
    Do you have examples of schools using SL for educational purposes? I am having a discussion with the admin in my district about social networking, and they have not included SL as part of this discussion. I have been invited to meetings with DOE personnel in SL but did not have the skills in the environment to attend the meeting. It was frustrating!

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