A Second Life …but not nine
lives
Thornburg (n.d.) described a disruptive technology as one
that suddenly appears and begins to replace an established and functional
technology. Cost, speed, user resonance, or applicability may help drive the
disruptive technology to replace the established technology. Thornburg used the
example of the computer chip replacing vacuum tubes as an example.
The interactivity of gaming sites was made passé by a
universe that could be altered by the players. Suddenly there was a world that
could change daily and not be the same the next time you “played.” An idea
could become a reality and a desire could become an object. Rosedale (2008) described
a virtual world where users could explore, create, and experience.
Second Life allows people to create and share their dreams.
They can create a church with the type of fellowship they have longed for in
their real lives. It provided a venue to meet people very like and different
from their normal social engagements.
According to Heath and Heath (2012), Second Life is already
failing and being disrupted. It has a million users a month, but Facebook has
500 million logins a month. Perhaps a growing technology used by the Nintendo
Wii will disrupt it. Boulton (2012) noted that Gartner analysts saw the Wii as
one of the 10 most disruptive technologies in 2012. It allowed the user to cognitively
interact, socialize, and physically act in the new environment. It restored the
body and mind to the user in its technology. Wii's scope may be too small, but
combined with the ability to create a universe like Second Life, it becomes a
more real virtual experience.
Boulton, C. (2012) The
10 most disruptive technologies. eWeek.com. Retrieved from http://www.eweek.com/c/a/Messaging-and-Collaboration/10-Most-Disruptive-Technologies/
Heath,
D. & Heath, C. (2011). Why Second Life failed. Slate.com. Retrieved from http://www.slate.com/articles/business/moneybox/2011/11/why_second_life_failed_how_the_milkshake_test_helps_predict_which_ultra_hyped_technology_will_succeed_and_which_won_t_.html
Rosedale, P. (2008). Philip Rosedale on Second Life
[Video]. Retrieved from http://www.ted.com/talks/the_inspiration_of_second_life.html.
Thornburg, D. (n.d.). Disruptive technologies [Video].
Retrieved from Laureate Education, http://sylvan.live.ecollege.com/ec/crs/default.learn?CourseID=6509859&Survey=1&47=3205032&ClientNodeID=984645&coursenav=1&bhcp=1




Bill,
ReplyDeleteI enjoyed reading your post. I think Second Life could really get students involved. In education, it reaches the students with technology that they are used to and focuses on learning.
Sonja
Sonja,
DeleteAs educational technologists, we will have to find ways to help develop educational applications for Second City.
You are right on target.
Bill
Bill,
ReplyDeleteI welcome your blog that you brought out positive information. In the news Second Life has been given negative message. With this type of form, it is positive which could be a potential job market for students future jobs. Carolyn
Carolyn,
DeleteI think Second Life has hit a common dip in new technologies. It needs to re-establish what it can offer and adjust for the next rise.
Bill