The Disruptive Power of Second Life
Second Life (SL) becomes a disruptive technology through its effort to change the way individuals use the internet. According to Rosedale (2008), the internet is a tool to manage, create, exchange, and absorb ideas using a 2-D method in forms of text and images. SL incorporates the same concept through a 3-D virtual reality application. Their concept continues to challenge search engines, the Consumer Report, social sites, instant messengers, as well as the traditional brick-and-mortar classroom environment.
SL replaces the 2-D technology of Sims City, Giga pets, and other forms of virtual entertainment, as well. Providing virtual experiences through a 3-D distribution and collaborative approach, SL adds challenges to blogging, wikis, and other collaborative learning environments. This virtual environment enables dialog through instant messaging among its members. Onsite dialog shortens the timespan required in reaching answers, as well as other learning objectives. The traditional 2-D approach can take days for an individual to come to a resolution to their question or concern which may interfere with their learning style.
SL’s instant messaging technique creates a social and collaborative atmosphere. Identity to speakers of the dialog is provided by through the creation of an avatar. The avatar may not reflex the actual physical appearance of the individual, although it does represent a perspective to the individual’s personality.
SL will remain in existent as it becomes emerged throughout distance learning and other social settings. Creating a virtual, collaborative group provide an alternative for technology users possessing the interpersonal learning style. Creating an avatar, as a metaphor for oneself, provides the means for technology users with the intrapersonal learning style, (Lumosity, 2012). The avatar enables the individual to collaboratively participant in a group setting while hiding in comfort behind their computer screen.
SL will continue to support an unique virtual alternative, until the telepresence through holographic images becomes emerged into society, (Dimensional Studios, 2008). Nevertheless, both types of disruptive technologies offer features and means that entice various learning styles adding value to experience.
Lumosity, (2012). Overview of learning styles. Retrieved from http://www.learning-styles-online.com/overview/.
Dimensional Studios. (2008). Musion eyeliner: 3D holographic projection system. Retrieved
Rosedale, P. (2008). Philip Rosedale on Second Life [Video]. Retrieved fromhttp://www.ted.com/talks/the_inspiration_of_second_life.html.