Skip to main content

The Disruptive Power of Second Life

         Second Life, an online virtual world developed by Linden Lab, allows users to interact with one another through avatars, build virtual objects, and create and trade virtual property and services.  Phillip Rosedale, founder of Linden Lab, claims that individuals, through Second Life, are able to begin again by transforming self and creating a new identity; and these new identities can be replicated in virtual worlds (Rosedale, 2008).  Fox, Bailenson, and Ricciardi (2012) support research findings that virtual representations of the self can actually influence attitude and behavior change in reality.  Since its inception in 2003, Second Life has disrupted the way individuals interact with each other in virtual environments on the Internet.
            Thornburg states that disruptive technology is one of the six major forces that explain how new technologies emerge (Laureate Education, Inc., 2009).  He defines a disruptive technology as a new technology that suddenly appears and creates a brand new way of thinking about a technological task.  Second Life can be considered disruptive in that it has created a new way in which users are able to communicate through virtual environments.  As this technology continues to evolve, popular social networking sites today will eventually be replaced by 3D virtual realities where Web 2.0 collaborative tools will evolve to a greater level of social interaction.
            Currently, many users are benefitting from an immersed experience of virtual reality in many ways.  For instance, in education, students are able to attend a class and meet with the instructor during office hours at an accredited university as one would in real-life.  In addition, several professional organizations are hosting conferences that provide a place for like-minded thinkers and professionals to network, sharing relevant information and ideas with one another.  Lastly, professional development can be offered providing a safe place for individuals to be trained without the feeling of inadequacy, and can freely share honestly and openly through an anonymous avatar. 
           
References:
Fox, J., Bailenson, J., and Ricciardi (2012).  Physiological responses to virtual selves and virtual others. Journal of CyberTherapy & Rehabilitation, 5(1), 69-72.  Retrieved from http://vhil.stanford.edu/pubs/2012/fox-jcr-physiological-virtual.pdf.

Laureate Education, Inc. (2009). Emerging and future technology: Six forces that drive emerging technologies. Baltimore, MD.

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


Comments

Popular posts from this blog

The Exponential Growth of Distance Education (Module 1 of Principles of Distance Education)

In the program, "Distance Education: The Next Generation," Simonson (Laureate Education, Inc., 2008) defines distance education as formal education where the teacher, students, and resources are separated by time and/or geography, and technology is used to connect them.  With its exponential growth, he proposes that distance education will eventually be the norm in most educational settings.  In fact, he urges that the current challenge is to figure out how to adjust to such dramatic changes. Moller, Huett, Foshay, and Coleman (2008) in my opinion pick up the conversation about distance learning where Simonson leaves off and delve a little deeper into the core issues surrounding this phenomenon.  In their three part article, "The Evolution of Distance Education: Implications for Instructional Design on the Potential of the Web, they explore the implications of distance education on all three sectors - corporate training, higher education, and K-12 education. Distance

Rhymes of History

RHYMES OF HISTORY TECHNOLOGY             Thornburgh suggests that there are six factors that drive emerging technologies and seek to explain how and why these technologies are adopted: evolutionary technologies, rhymes of history, disruptive technologies, science fiction, increasing returns, and Red Queens (Laureate Education, Inc., 2009b).   More specifically, he states that the force called rhymes of history demonstrates how societal events of the past have influenced today’s emerging technology, and thus the affect or impact of new technology rekindles something from the distant past (Laureate Education, Inc., 2009a). One example he presented to illustrate rhymes of history is the use of social networking tools, such as Facebook and MySpace, among adolescents rekindles water hole gathers from ancient times.   Just like social networking is not just a place to keep abreast with what’s going on, but also serves as a social gathering, which allows individuals to chat and socialize