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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.


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