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.
Rosedale, P.
(2008). Philip Rosedale on Second Life [Video]. Retrieved from http://www.ted.com/index.php/talks/the_inspiration_of_second
_life.html
Module 4 Feedback:
ReplyDeleteGreetings Heather!
I always find it intriguing when we respond to the same question from two totally different angles. With regards to how long it will take for another technology to replace Second Life, I indicated it would likely take years; whereas, you noted it could be as soon as next week. Are you currently aware of any emerging technologies that function in the same way but to a greater capacity than virtual worlds such as Second Life? If so, please expound on this. Great post!
Heather
ReplyDeleteGreat post! I can see where you are coming from with the encouragement of Second Life but my experience and observation among my students have been more negative. I've witnessed kids using it to cover up their true person as well as bullying others. I'm not a fan of Second Life from personal experience!
Brandy
Heather,
ReplyDeleteTo be completely honest, I had never heard of Second Life prior to this course. I think it has great potential for classroom practices; however, I think it is vital to consider the potential hazard if poses in terms of online bullying. This has become a tremendous issue in the past year at my school. Despite the opportunities for bullying that come into play, I think there is a lot to be said for utilizing technology of this nature! I plan to look into using this resource in my own classroom as the year unfolds. I think it could definitely increase student engagement at the middle school level!
Great post,
~Laura
Hi Heather,
ReplyDeleteIt was interesting to learn that the average user of Second Life is 32 years old, and gaming is not the primary role of the technology. Do you see this changing as the technology becomes more mainstream? I had not previously heard of Second Life prior to this assignment.