The Disruptive Power of Second Life
Imagine a world in which it is possible to transform (create) yourself into anything imaginable. Wealth, creativity, fashion, popularity, attractiveness can all be yours if you are willing to step into the virtual world of Second Life.
According to Dr. Thornburg a disruptive technology is a new technology with the same functionality of an existing technology, but it is able to function more efficiently and eventually obsoletes the existing technology (Laureate Education Inc., 2009). In applying this definition to Second Life one must first determine what innovation it is displacing.
While it can be agreed upon that creating and living in a virtual world creates quite a disruption from the norm, what is it obsolescing precisely? Philip Rosedale (2008) describes Second Life as a place so different that anything could happen, and often does. Currently there are approximately 250,000 users mingling, transacting, networking all in an avatar body and in a virtual world.
While Second Life may not be a reality based organization it does provide the user with many opportunities, including real-life business, religious organizations, services and platforms to attend meetings (Rosedale, 2008). Therefore, Second Life will disrupt the manner in which people begin to congregate, learn, complete transactions and business dealings. By creating an avatar and joining the virtual world people will no longer need to attend meeting s at the office or worship at a predetermined time. Second Life will afford the member freedom from constraints of reality.
Since Second Life is still an emerging technology and not fully emerged into the general main stream population, I feel it will have several years before another technology arrives on the scene to make it obsolete.
Second Life has many benefits as well as tentative downfalls. On the negative side, this type of platform allows for anyone to create an avatar and assume an alternate personality. This alter ego has little to no repercussions in the real world for situations that arise while in Second Life, making it an excellent means for pedophiles, sex offenders, and those suffering with mental illness to lure in victims or deceive others. On the flip side, the positive possibilities are endless and include virtual classroom collaboration, instruction, meetings, worship services etc. By creating an avatar those with limited mobility or lack of transportation can connect with others and collaborate openly. Avatars can join schools and visit museums, galleries, parks. The possibilities are endless so long as common cautions are taken just as with any other social networking site.
References:
Rosedale, P. (2008). retrieved from http://www.ted.com/speakers/philip_rosedale.html.
Rosedale, P. (2008). Second Life [Video]. Retrieved from http://www.ted.com/index.php/talks/the_inspiration_of_second_life.html.
Laureate Education, Inc. (2009). Disruptive Technologies”. Emerging and future technologies, Baltimore: Author Retrieved from http://sylvan.live.ecollege.com/ec/crs/default.learn?CourseID=4199715&Survey=1&47=4246563&ClientNodeID=984645&coursenav=1&bhcp=1.
Showing posts with label Second Life. Show all posts
Showing posts with label Second Life. Show all posts
Thursday, July 29, 2010
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