How is Second Life a disruptive technology? What technology or innovation did it displace?
A disruptive technology is one which is new that functions the same as an existing technology, however it is more efficient than the existing technology therefore making the existing technology obsolete (Laureate Education, 2009). Second Life is a way of communicating with people in a virtual world. It displaces traditional social interaction like instant messaging and does it more efficiently by providing a virtual world for people to interact with while they communicate.
How many years do you think Second Life has left before another emerging technology or disruptive technology replaces it?
Second Life launched in 2003 as a way for people to network and socialize with each other. It has experienced steady growth since its inception, so it will probably continue to be a disruptive force for at least a few more years.
What are the social benefits of Second Life, and what might be the social implications of virtual worlds in your industry?
Second Life provides a way for users to communicate in a life-like environment online. People can conduct meetings and collaborate with others whom they might not otherwise be to due to lack of accessibility. Second Life has been used in education as a way for learners to interact and collaborate with each other and access materials and ideas. Up to this point it has mainly been used in higher education. I think for it to be utilized with younger learners, a child-friendly, safe environment would need to be provided so that students could still interact with others while being protected. Elementary students could use a child-friendly version of Second Life to play educational games with each other and learn about different cultures and areas of the world.
Resources:
Laureate Education, Inc. (2009). Emerging and future technology. Baltimore, MD: Author.