The Disruptive Power of Second Life
Thornburg
(2009) discussed that a disruptive technology are new technologies with the
same operating ability as a current technology; however the function is
superior to what is currently available. Disruptive technology can be dissected
into two types; the first, a technology that does not create a new market, but
changes the product, or second, a new technology that disrupts existing
technology and makes it obsolete (Christensen, 2002).
Second Life
and many other virtual worlds are considered the future of the Internet, while
some view it as the next fad that is making our way through our society. So,
how does one begin to look at this as a disruptive technology? Phillip
Rosedale (2008), delivered a lecture on Second Life in which he discussed how
he hoped the technology would change the way people produced and consumed
information on the web. This virtual world technology will allow people to
directly experience information, rather than viewing any abstract information.
Second Life, I
do not believe is a disruptive technology now; however it is on its way to be.
We as humans are instinctively social by nature, and when this technology
becomes readily available there will be many that will wish to try it
(Rosedale, 2008).
What
technology or innovation did it replace? Second Life has the potential to
completely replace gamin systems and technology. With the ability to access
virtual worlds, many may see no need to play games.
How many
years do you think Second Life has left before another emerging technology
replaces it? There is no one technology that is secure for any amount of time
before the potential of another technology comes along (Laureate Education
Inc., 2009). It could be as soon as next week or the Second Life technology
cold be dominant for many years to come.
What are the
social benefits of Second Life, and what might be the social implications of
virtual worlds in your industry? Second Life can be used to encourage
creativity, imagination, and diverse experiences (Rosedale, 2008). With this technology
participants are able to experience things that are not available in their
everyday life. In the field of education, students would be able to learn first
hand through this virtual world, rather than viewing a video or reading text.
It allows the content to be experienced first hand.
References
Christensen,
C. (2002). The innovation economy: How technology is transforming existing
industries and creating new ones [Video Podcast]. Laureate Education, Inc.
Laureate
Education, Inc. (Executive Producer). (2009). Disruptive Technologies. Baltimore:
Author.