Second Life is defined as a 3D world where everyone you see
is a real person and every place you visit is built by people just like you. (secondlife.com).
I find myself often alarmed by Second Life as it relates to both social and
educational settings. As a technology, second life can be very addictive to
children and young adults who chose to participate in the 3D world which can
also be very disruptive.
There are some very distinctive cons that Second life can
pose to students in the classroom. One of the most important is that because of
the “game like” appearance of Second Life some students may not take the work/lesson
seriously. Dr. Thornburg states that a disruptive technology is a new
technology with the same functionality but more efficiency and obsoletes than
the existing technology.
Currently, I don’t believe Second Life has displaced any
current technologies but I don’t think we are far off from its displacement of
some social media outlets as well as computer gaming. I don’t see another
disruptive technology taking the place of Second Life in the near future. I
think it will take at least 10 years before another emerging technology attempts
to replace it.
There are many social benefits to Second Life for some people.
It would be beneficial for people that a limited physically or that cannot get
around. Also, for those that are antisocial or do not mix well with crowds in
person can fare much better in a 3D environment. In the hospital setting,
Second Life may be beneficial in the hospital setting because of the simulation
aspect of it. Being able to practice in a virtual world may be beneficial to
both physicians and nurses before going into a major surgery.
Laureate Education, Inc. (2009). Emerging
and future technology: Disruptive technologies. Baltimore,
MD: Author.