Monday, October 24, 2011

The Disruptive Power of Second Life


The power of disruptive technology can harness a convenience and unhinge the competition thereby transforming markets and services (Christensen, 2002). David Thornburg (Laureate, n.d.a) describes how disruptive technology can obsolete existing and evolving technologies. Second Life has led to the obsolesence and dimming of some business practices such as face-to-face meetings, conferences, trade shows.

I don’t believe it has displaced any technology, although it certainly has offered a viable alternative. Aside from material benefits, Second Life reinforces virtual socialization, providing users with a “sense of being” (Laureate, n.d.c). For example, people can meet, interact, work, simulate, collaborate, share expertise and have other exchanges have find on Second life without the need to travel or time zone restrictions. Similarly, conference can be organized on Second Life, participants can convene minimal cost, and teachers can hold office hours to meet with students in this environment that fosters community-building (Laureate, n.d.c)

Until the animation becomes as sophisticated and realistic as evident in the gaming industry, Second Life may not complete replace existing communication and transactional choices. Currently, Second Life is a trending option, but it does not have broad generational appeal, possibly due to the quality of animation (Rosedale, 2008).


In combination with other virtual technologies Second Life has the potential to impact, for instance, individuals with physical disabilities who may be able to virtually achieve mobility [as made possible in the film Avatar] or undergo virtual, non invasive rehabilitation. Thornburg (Laureate, n.d.b.) attributes this technological possibility to science fiction which can often serve as a trigger for innovation With regard to instruction, for second language learners Second Life can provide an enhanced learning environment coupled with cultural immersion that can impact the student’s language acquisition experience.  


Resources

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.

Laureate Education Inc. (n.d.a). Disruptive Technologies. [video]. Retrieved from http://laureate.ecollege.com/ec/crs/default.learn?CourseID=5701386&CPURL=laureate.ecollege.com&Survey=1&47=3171393&ClientNodeID=984645&coursenav=0&bhcp=1


Laureate Education Inc. (n.d.b). Science Fiction. [video]. Retrieved from http://laureate.ecollege.com/ec/crs/default.learn?CourseID=5701386&CPURL=laureate.ecollege.com&Survey=1&47=3171393&ClientNodeID=984645&coursenav=0&bhcp=1


Laureate Education Inc. (n.d.c). Virtual Worlds for Multimedia Learning. [video]. Retrieved from http://laureate.ecollege.com/ec/crs/default.learn?CourseID=5701375&CPURL=laureate.ecollege.com&Survey=1&47=3171393&ClientNodeID=984645&coursenav=0&bhcp=1


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

Tynan, D. (2008, March 19). The 10 most disruptive technology combinations. PC World. Retrieved from http://www.pcworld.com/article/143474/the_10_most_disruptive_technology_combinations.html