•How is Second Life a disruptive technology?
Second Life is a disruptive technology in that it shifts how content is generated. Instead of having graphics, sounds, and worlds developed by companies with their artists and designers, Second Life allows users to create these items and worlds. I visited Second Life and saw the Eiffel Tower in “Paris.” Obviously, this is not the real Eiffer Tower built by a team of individuals over time in the physical sense but it did take man hours, creativity, and skills to complete. Another reason I see Second Life as disruptive is that the model for acquisition of wealth goes against what we see in the real world. When ideas are generated by individuals these ideas usually become the property of the company who employs the individual. In Second Life, users make money for their own creations that are sold to other users.
•What technology or innovation did it displace?
Second Life has helped replace ways of executing ideas people have imagined in their minds. We often come up with ways to manipulate space and objects, but have no tools to simulate these ideas in motion. When thinking of an actual technological too that Second Life has replaced is AutoCAD or other drafting or creation tools that were around in the early 80s and 90s. Second Life could also move users from using two dimensional creativity tools such as Paint or Illustrator to three dimensional worlds.
A competing technology which Second Life has the potential to replace is the game the Sims. Although there is little or no gaming effect in Second Life compared to the Sims, there are similar ideas of generating content for the virtual worlds in both innovations. If harnessed and improved upon, Second Life could take over where the Sims is lacking in true interactions with others (not the Simspeak) and economic benefits (making money for contributing/creating content).
Another innovation replaced by Second Life is the internet chat room. I remember one of the draws of America On-Line was that individuals could enter a world of different chats about different topics and with different populations. You could meet new friends and chat about the day’s happenings in hundreds (which grew to thousands) of rooms. For the more adventurous you could look for singles in Sacramento, couples in Cooperstown, or your soul mate in Seoul. Unlike Second Life, these chat rooms did not offer avatars or immersive environments, but they did offer the same type of social interactions. Second Life enhances the social experience by offering graphics and appropriate locales for social situations to occur.
•How many years do you think Second Life has left before another emerging technology or disruptive technology replaces it?
I am struggling to find out how Second Life is going to be around much longer. With innovations like Skype, virtual meeting software, Facebook multiplayer games, and the other products that offer some of the same benefits, it is hard to see the market continue to grow for Second Life. Rosedale (2008) even mentioned that many gamers are not interested in Second Life because there is no gaming appeal or quality graphics. It just is a place to hang out, meet new people, and if you are creative enough, make money selling creations. One reason I see the economic benefit waning is that once something is built, say the Taj Mahal, there is no need for a second or third one to be built or sold. I guess everyone could have this monument in their world, but it just does not seem like this would happen. Rosedale mentioned translation devices that were sold as items within Second Life. There are free versions of these which only require a little work to access. The economic model does not seem to promote continued growth or need.
The social aspect of meeting others in trendy discos or the Sahara desert is intriguing, but I wonder if it would be something that loses its luster after a few uses. Humans want to interact and socialize with each other. We want to meet new people around the world. We have tools like social networking sites that allow us to do this, but also have more features that interest users. People can play Uno® online with their relatives, watch the Biggest Loser while chatting with Bob Harper, or interact with moderators during the presidential debates. All of these are done without the need of an elaborate simulated world. I just do not think users would get much more benefit doing these tasks in a room built to simulate the auditorium of the debate location, the gym of the Biggest Loser, or some smoky gin joint in the French Quarter.
•What are the social benefits of Second Life, and what might be the social implications of virtual worlds in your industry?
In education, Second Life could serve as a portal for students to come together and collaborate on large scale assignments. Instead of creating a type of conference call where students take turns talking about ideas, they can instantly provide ideas and feedback to others. They can create new avatars and new identities which might help them if they have self-esteem issues. Students who are afraid of speaking up in class can “speak up” in Second Life without the disapproving looks and snickers of others.
With my example of the Eiffel Tower, another way Second Life helps in education is that individuals could explore worlds that they may never do in their real life. Teachers could offer tours of battle sites, historical monuments, or other places of interest for their curriculum. Some users create tours in which the participant sits in a special chair which moves their avatar around the virtual world. There are stops along the way that offer information about the various features or landmarks as well as citations or references for further study. A caution about this tool is that since the content is user-generated, it may not completely accurate or even appropriate for classroom use.
As Rosedale (2008) also mentioned, people from around the world could come together and interact with each other. He gave the example of being able to ask others for advice when shopping online at Amazon.com. In education, students could see who else is online, ask what the homework was for certain classes, and even get tutorials from experts online. Teachers could keep office hours for students and parents from the comfort of their own homes. Instead of physically going to the school, parents and students could click their way to the office to virtually meet the teacher.
Reference
TED Conferences. (Producer). (2008, December). Philip Rosedale on Second Life [Video podcast]. Retrieved from http://www.ted.com/talks/the_inspiration_of_second_life.html