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.
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