Monday, November 4, 2013

Module 4: Disruptive Power of Second Life

The Disruptive Power of Second Life

Second Life has become a disruptive technological force, providing options to people who want to participate in 3D zones. From its inception, Second Life has evolved into a place where its residents network and socialize, while trading services and ideas with each other. Why do you think people build virtual worlds in places like Second Life?
To prepare for this Blog Post, search the Internet for articles or videos on the disruptive power of Second Life. You will find a video from Philip Rosedale titled "Second Life" in your Optional Resources. You may choose to view this excellent video, or you may find other resources you prefer.
Reflect on Second Life’s power as a disruptive technology in your industry. Be sure to demonstrate that you understand the force and power of disruptive technologies in your analysis. Then respond to the following:

The School of Second Life, which is a technology based world similar to role-playing games online, but tends to be embedded with features that make it an ideal pedagogical resource for all.  Second Life falls in a different category than our most recent video games such as Tomb Raider or Grand Theft Auto that requires the user to utilize the controllers to control the game.  Second Life allow the user to create their own world using 3-D construction and programming tools that are similar to Lego building which give people access anywhere in the world.  This makes Second Life a disruptive technology, because it interferes with real life, and gives people the allusion that their life is different. As of 2006, the subscriber base is known to be well over 1 million and has taught building, design, and art principles.  This technology became very popular that several architectural schools have implemented it for these reasons. It ha displaced technology and innovation such as virtural reality games.
 There is a smaller version known as Teen Second Life (TSL or Teen Grid) that has inspired those ages 13-17. Global Kids has been able to successful complete online classes through discussions, virtual summer’s camps, and curriculum.  This has given not only the Second Life, but the Teen Second Life to reach others from across the world of all different cultures and ethnic backgrounds to collaborate effectively while working towards their project goals. This game could possibly promote a social life for teens or even adults who do not have one, by communicating with people all across the world through the use of this game. Since technology is rapidly evolving daily, I predict within the next three to five years some new technology will come out to either enhance or replace the Second Life. 

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