Debra Morris
Blog Post
Module 4
How is Second
Life a disruptive technology?
I feel Second Life is a disruptive technology. Second Life was launched in 2003. It allows users to interact with each other through avatars. You become a resident, meet other residents, socialize, participate in activities and even trade and create goods. It has about one million active users. Second Life allows users to take on an identity in which they may fantasize about in real life. I believe this could have some serious, negative effects on some people.
What technology
or innovation did it displace?
I feel this
technology displaced some of the earlier computer games that allowed you to
create equipment and objects. These
previous technologies did not include the avatars and realistic interaction
that Second Life does. I also believe it
may displace many of the social sites our society is currently engaged in
online. This fantasy socialization may
become more appealing because of the lack of commitment it requires and the
control it offers.
How many years
do you think Second Life has left before another emerging technology or
disruptive technology replaces it?
From the
information I have researched online, Second Life has many followers. I believe it will continue to grow. Society today is attracted to the fantasy
world it allows without breaking the law or being guilty of doing something
wrong. It will be at least ten or fifteen
years before another emerging or disruptive technology replaces it.
What are the
social benefits of Second Life, and what might be the social implications of
virtual worlds in your industry?
Perhaps
the attraction for members is a sense of getting by with things, personalities
etc. that they may not be able to in our world.
This technology takes the user a step beyond “game playing” with X-Box
or PlayStation. It expands the engagement
you would get in playing PlayStation games and controlling the actions of the
games characters. It also takes you a
step further in controlling the environment’s sounds. It allows you to create a world outside of
yourself and your realistic world.
I
have concerns about this engagement placing the user outside of reality. To me, it seems to be a form of drug without
drugs. You leave your world without any
chemical use. However, this could be
seen as a social benefit. It could be a
safe alternative for those who wish to escape reality. As with anything in life, one has to be
careful not to become obsessed or lose their concept of what is real and what
is not. I work with high school students
and my view is that it could have negative effects on their socialization. Teens are already withdrawn and distracted
within socialization situations. They
are engaged with their cell phones and I pads often separated and oblivious to
what is going on around them.
Additionally, I personally don’t see how anyone could have time to
create a second life. I need more time
in my real life!