Wednesday, April 24, 2013

Second Life as a Disruptive Technology


The phrase disruptive technology comes from Clayton Christensen and refers to a technology that “the process by which a product of service takes root initially in simple applications at the bottom of a market and then relentlessly moves ‘up market’, eventuall displacing established competitors” (Christensen, 2009). The technology that is new usually is more efficient, cheaper, and offers some market advantage for users to purchase it in place of the technology it is replacing (Laureate, 2009). The impact on disruptive technologies can be very dramatic. A technology that is currently being disruptive to everyday life is Second Life, or 3D virtual worlds.

Second Life is created and made up of everyday people that use avatars to interact with each other. The reason it is disruptive is that in some cases it actually can be used to replace face to face social interaction. In some cased people choose to forego the real world in favor of the virtual world. This technology has been featured on National Geographic and depicted a man who had a whole virtual family with a wife and children. The real world family knew about the virtual one and were somewhat excepting of this.

Second Life has been around since 2003 and I do not see it being obsolete for some time. I actually do not see it as fully emerged because it is something I have only seen on TV or in the news. I personally do not know anyone using it. Some benefits and implications are that it may one day replace traditional learning institutions. One popular location in Second Life is the International Spaceport that allows users to view exhibits from anywhere online. There are even classes at Harvard being taught in Second Life completely (National Geographic, 2013). One day all my student may meet in a virtual setting and not in a local classroom or building.  

Carmody, L. E. (2009). [Review of the book Disrupting class: How disruptive innovation will change the way the world learns, by C. M. Christensen, M. B. Horn, & C. W. Johnson]. Educational Technology Research and Development, 57(2), 267−269. Retrieved from the Academic Search Complete database.

Laureate Education, Inc. (2009). Disruptive Technologies. Baltimore, MD: Author.
Rosedale, P. (2008). Philip Rosedale on Second Life [Video]. Retrieved fromhttp://www.ted.com/talks/the_inspiration_of_second_life.html.

"Second Life," Other Virtual Worlds Reshaping Human Interaction. (n.d.). Daily Nature and Science News and Headlines | National Geographic News . Retrieved April 24, 2013, from http://news.nationalgeographic.com/news/2006/10/061017-second-life.html

4 comments:

  1. The comment that you provided about taking away from face to face interaction is very true. Many of the new technologies have taken away the actual live conversations between people because they can easily communicate through online.

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  2. Melissa,
    Second Life had a short life at my college. It came, it looked kind of cool, but no one used it. Tools that were quicker to learn and easier to use like Facebook and Google Hangout took its place. Do you think Second Life has the ability to rise up and become relevant again?
    Best,
    Marc

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  3. Hi Melissa,

    I think your comment is concise and well documented. I do not like it when technology is copied, I do not think it becomes better, just copied.

    Michelle

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  4. Hi Melissa,
    My district uses Second Life but I am not sure of how many people have joined. This may be due to the lack of knowledge and experience with Second Life. I have heard so much about it but nothing that I have used. Nice Post.
    Brigit

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