Showing posts with label Disruptive Technologies. Show all posts
Showing posts with label Disruptive Technologies. Show all posts

Thursday, October 27, 2011

The Disruptive Power of Second Life

Disruptive technology is a term devised by Clayton Christenson at Harvard Business School to describe a new technology that unexpectedly displaces a previously established technology (2008). Second Life fits the criteria of a disruptive technology, because although it has a large following, it has not yet been universally accepted. “Disruptive technology lacks refinement, often has performance problems because it is new, appeals to a limited audience, and may not yet have a proven application” (2008).
After completing a course project, here in Walden University on Second Life, I learned that there are many users who use Second Life and their personal avatar as a means of learning, adventure, socializing, and providing an income. Some even go to work everyday in Second Life and it is there primary source of income. For some users, there is comfort and satisfaction in becoming a new identity and immersing in a community of users in a virtual world that is separate from this world.
This technology perhaps displaced the human interactions of a real world. Many of the same human functions are experienced in the community of virtual world users including education, socializing, shopping, entertainment, and travel. In our world, reading a book encourages one to conjure up images, and teaches one to fantasize about a different moment in time and it offers an escape from the reality.
It is hard to say how long it will take for another technology to take the place of Second Life. It is still possible for Second Life to attract more businesses and users and become a sustaining technology as it grows and matures economically.
Socially, the users of Second Life can meet and interact with other members of the community all over the islands. They can gather for a concert, meeting or a museum visit. They can communicate though the keyboard but can remain real world anonymous. When I first learned about Second Life I held out hope that it would be something my high school students would enjoy and be motivated to learn. However, after my initial experience, I do not see its application in an already packed curriculum. I think it is too complicated and too far-fetched for literal minds. I also wouldn’t want a high school student to encounter a weirdo online and experience the implications of that encounter. It is possible and probable to assign a unit of learning to college level students who would be willing to spend the time to learn the program and venture into a world of unknowns. I am certain that they would have a unique experience.

I posted comments on Marion and Lou's Blog.




References:

Christensen, C. (2002). The innovation economy: How technology is transforming existing industries and creating new ones [Video]. Retrieved from http://mitworld.mit.edu/video/108.

Connell, K. (2011). Second Life Final Project [Video]. Retrieved from http://karenconnell10.blogspot.com/2011_02_01_archive.html


Disruptive Technologies (2008). Retrieved from http://whatis.techtarget.com/definition/0,,sid9_gci945822,00.html

Rosedale, P. (2008). Philip Rosedale on Second Life [Video]. Retrieved from http://www.ted.com/index.php/talks/the_inspiration_of_second_life.html.