Week 8 Blog Post-The Disruptive Power of Second Life
A disruptive technology is an innovation that is
developed typically for less money, is more convenient in use, although not
necessarily better in performance (Christensen, 1997). The creation of the new
technology can disrupt entire industries- as an industry that creates a more
sustainable technology has not built in a way to combat the new disruptive
technology, nor do the industry executives buy into an emerging disruptive
technology – all leading to the sustainable technology being surpassed by the
new, disruptive technology (Christensen, 1997).
Second Life is a disruptive technology that can
replace face-to-face environments through online avatar creations and simulated
worlds invented by users (Kalning, 2007). The technology is an updated version
of Sim City, which originated as an animated world where users could join and
play games online. In Second Life, the users actually create individual worlds
with whatever their imagination allows (Kalning, 2007).
For the industry of education, this could be
utilized as a creative learning tool, where teachers could lead virtual
classrooms and interact with students, as well as students interacting with
each other. This idea is already as far as distance/online education is
concerned, however the creativity factor seems endless. Socially, this can be
good for those that perform better with some level of anonymity. However, all
of the technology that emerges that subdues social interaction in a
face-to-face environment can reek havoc on personal relationships.
References:
Christensen, C. (1997). The innovator’s dilemma: When new
technologies cause great firms to fail. Boston. Harvard Business School Press
Kalning, K. (2007). If second life isn’t a game, what is it?
Msnbc.com. Retrieved from www.msnbc.msn.com/id/17538999/ns/technology_and_science-games/t/if-secong-life-isnt-game-what-it/