Second Life is a disruptive technology because of the drastic change it has brought in the computing life style of computer users. People have moved into this virtual world called Second Life by the millions. They have left whatever they were using before and have become residents in this virtual world buying property and doing business so it can be considered a disruptive technology because of the drastic change it brought on users of technology.
Second Life has replaced the video conferencing technology as really does expose business people, students and teachers to an interaction that is more vivid and captivating than the ageing video conferencing.
Source:
Linden Lab (2009). Virtual World: Real Change
http://secondlifegrid.net/casestudies/IBM
The world has become very competitive and innovative and I guess Second Life may last for another five years before another disruptive technology replaces it in the same way it replaced those technology that were before it.
The social benefits can be many but Collaboration, sharing, reducing on cost and interacting are the ones that come to mind immediately.
One social implication is that people could get caught up in that virtual world and neglect to interface with real people in the real world in which we live. People are likely to socialize less.
Thursday, October 29, 2009
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Lawrence,
ReplyDeleteI think your observation about the social implications Second Life may have very interesting. Your point about the virtual economy of Second Life piqued my interest. I read in the Industry Gamers blog the virtual economy of Second Life did extremely well while the economy of the real world did not fare so well. Maybe part of the reason for this success is what you mentioned in your second point of your comments about the social impacts. Possibly Second Life was just more fun to be in given the state of the economy, happier. I think this lends support to your point about people getting taken up in their virtual world and distancing themselves from the real world. It will be interesting to see where events lead.
Industry Gamers Blog (2009).
Brightman, J. (2009, Sept. 23). Second Life transactions reach $1 billion. Message posted to http://www.industrygamers.com/news/second-life-transactions-reach-1-billion/
Lawrence-
ReplyDeleteDon't you think that users can get caught up in any online community whether it be Second Life, Facebook, MySpace and the like? Granted in 2 of them you are supposed to be yourself, while SL offers a chance to be anonymous or more fittingly, someone you want to be, the anonymity of the internet makes that possible anywhere.
Do you think that SL has actually disrupted or displace videoconferencing like Skype, GotoMeeting and Netmeeting?
I am in agreement with you on your statement that SL may be gone before a decade has passed.
Wendi