Thursday, April 26, 2012


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.



 Second Life was a disruptive technology. Imagine the internet driven by corporate sites like Amazon and gaming sites like World of Warcraft. Rosedale (2008) described the power of Second Life. His illustration was that many people can shop at Amazon and leave passive reviews. In Second Life they can shop together and discuss a purchase in real time. He showed how Second Life could allow shopping virtually with the shoppers seeing each other’s avatars and  expressing “live” their love or hate of a product. Rosedale focused on this real time sharing, communicating, and socializing. This granted Second Life the power to displace “brick and mortar” and virtual stores.





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/


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


4 comments:

  1. Bill,

    I 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

    ReplyDelete
    Replies
    1. Sonja,
      As educational technologists, we will have to find ways to help develop educational applications for Second City.
      You are right on target.

      Bill

      Delete
  2. Bill,

    I 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

    ReplyDelete
    Replies
    1. Carolyn,
      I 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

      Delete