The Disruptive Power of Second Life
1. How is Second Life a disruptive technology?
According to Dr. Thornburg (Laureate, 2009), disruptive technologies are those which may surface without warning, change the way things are done, but have the same functionalities of an old technology while functioning more efficiently.
Second Life, launched in 2003, enables users to interact in virtual worlds, play games, travel and socialize in real-time with user-created personas, called avatars. Second Life is considered a disruptive technology because it surfaced rather quickly, applying technology to create virtual worlds which have the potential to replace traditional computer games, and change traditional face-to-face and distance learning.
Second Life Tutorial
2. What technology or innovation did it replace?
Second Life enhanced the video gaming technology of the past. It allowed the user to become more involved in the process.The 3D effect made the technology more realistic.
3. How many years do you think Second Life has left before another emerging or disruptive technology replaces it?
Linden Lab cooperated with IBM in 2008 to pioneer an open virtual world grid, where users' avatars would be able to travel freely between Second Life and OpenSim virtual worlds. OpenSim offers institutions greater control over their virtual worlds and greater ability to make backups of and share their virtual assets using XML-based archive formats (Livingstone, n.d.).
Virtual World Watch
4. What are the social benefits of Second Life, and what might the social implications of virtual worlds in your industry be?
People are able to trade and make purchases with the Second Life technology. Second Life gives companies the option to create virtual workplaces to allow employees to virtually meet, hold events, practice any kind of corporate communications, conduct training sessions in 3D immersive virtual learning environment, simulate business processes, and prototype new products (Wikipedia, n.d.)
http://www.modohisland.com/thwakk/pbs/what-is-second-life.html . In education, Second Life offers a great opportunity for virtual experiences.
References
Hologram on CNN: http://www.youtube.com/watch?v=v7fQ_EsMJMs&feature=related
Livingstone, D. (2011). Second Life is dead, long live Second Life? Retrieved from
PBS. (2009). What is Second Life? Retrieve from
Thornburg, D. (2009). Evolutionary technology Vodcast: In Laureate Education, Inc. Emerging and future technology
Virtual World Watch. (2011). Jim Scullion's contribution to snapshot #10. Retrieved from
Wikipedia. (n.d.). Second Life. Retrieved from http://en.wikipedia.org/wiki/Second_Life%23Education
Tag: Second Life Harvard
Virtual World Watch. (2011). Jim Scullion's contribution to snapshot #10. Retrieved from
Wikipedia. (n.d.). Second Life. Retrieved from http://en.wikipedia.org/wiki/Second_Life%23Education
Tag: Second Life Harvard

