Sunday, October 31, 2010

Module 4: The Disruptive Power of Second Life




The Disruptive Power of Second Life


Disruptive technologies can cause a change or paradigm shift in business practices, markets, and even in the lives of individual consumers. However, disruptive technologies don’t always fully replace the existing technology because it can adapt and the two technologies can eventually evolve together. A disruptive technology is a technological innovation, product, or service that eventually overturns the existing technology or product in the market. These types of technology can be classified into lower-end and new-market disruptive innovations. As a result, they are often aimed at non-consumption, whereas a lower-end disruptive innovation is aimed at mainstream customers who were ignored by established companies.

Second Life has become a disruptive technological force, providing options to people who want to participate in 3D zones. From its inception, Second Life has evolved into a place where its residents network and socialize, while trading services and ideas with each other. Second Life is a virtual online environment where humans can reinvent themselves while being and doing what they please. This online environment has over six million users from all over the place and it continues to grow each day. Creator, Phillip Rosedale (2008), describes Second Life as “the place he wanted where you could build things and explore. He views it as a place to explore, interact, and where you can be anything you want.”

Many consumers view having the ability to be creative and expressing yourself in a virtual setting as being prosperous. This allows many people the idea of experimenting or exploring different ideas and career choices that may impact a person’s life in the near future. There are many educational benefits of Second Life that can be beneficial and effective for students. It was recommended that educators should explore the possibilities of this engaging and motivational environment. One research article only explored using Second Life in a secondary school setting enacting role playing while simulating negotiation skills based on globalization issues (Ho, 2010). Second Life could be used with elementary students as well, however, it has not yet become apart of the school setting. Today, there are even major businesses that are establishing virtual offices or meeting rooms so they can connect and collaborate virtually.

Second Life is still fairly new to some people. However, it has not replaced any specific technology as of yet. Even if Second Life were considered to be a learning environment, it has not actually shown the capability of making other online environment obsolete.


References:

Ho, C.M.L. (2010). What’s in a question? The case of students’ enactment in the second life virtual world. Innovation in Language Learning and Teaching, 4(2), 151-176.

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

2 comments:

  1. Ashley--thanks for your take on Second Life--you bring up some very important facts about Virtual Worlds, and some of the merits they hold (and we are still just beginning to discover).

    I read earlier this week about a recent dissertation from a Drexel University student who used Second Life as a counseling medium for adolescents. It isn't online yet, but the forum I read it in is one for Second Life educators and the implication was that the poster was a committee member who had just approved the dissertation, so more cool information to come in the future! That is what makes the future worth waiting around for!

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  2. Ashley, Great post. I, too, like your comments about Second Life. Deb :)

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