Monday, August 1, 2011

Second Life- A Disruptive Technology?

 
A disruptive technology is one that is more efficient than an existing technology and therefore makes that older technology obsolete (Laureate Education, 2009). While some hail Second Life as a disruptive technology (Nuthall, 2008), current data suggest otherwise. While there are over 15 million registered users only about 68,000 are logged on at any one time (Plunkett, 2008).  Most users 54% log on for less than 3 hours a month. Approximately 6% of users log on for 200 hours or more a month. Plunkett (2008) estimates there are probably no more than a couple hundred thousand active users. More recent figures are not much different (Au, 2010). Recent workforce layoffs of 30% at Linden Labs, Second Life's parent company, indicate usage maybe on the decline (Wagner, 2010). Many colleges and businesses are also rethinking their presence on Second Life (Young, 2011, Reuters, 2007). Others also argue that Second Life has not really caught on with educators (Ash, 2011).


Second Life statistics pale in comparison with other disruptive technologies. Thornburg (Laureate Education, 2009) notes that the transistor, which displaced the vacuum tube,  is the cheapest mass manufactured product in the world. A single computer chip contains about 50 million transistors. This means that billions of transistors are manufactured each day just in the making of computer chips (Ward, 2010). Currently there are 5.3 billion mobile phone subscribers (mobiThinking, 2011). That is nearly 80% of the world population. Facebook has 750 million users, 50% of whom log on in a given day. In comparison with these technologies, Second Life just doesn’t make my list as a disruptive technology.



It is very unclear to me what Second Life replaces. Based on the data cited above it is replacing nothing. However, let us pretend it were actually disruptive. What then does it replace? Most users, 51%, use Second Life for ‘adult’ relations, called avaie erotica (Trentham, 2005). Does it replace real world intimate relations? That might mean trouble for the human species if it ever does become a true disruptive technology.

Is it just 3-d chat/texting/Facebook? Even if it is, based on the mobile phone and Facebook data previously citied, Second Life is not in a position to replace any of these.

Second Life has many social benefits. People with disabilities have used to interact with others people (WebUsability, 2004). It has been used in therapies for people with autism and Asperger Syndrome (Lftus, 2005). Second life also has many creative educational uses. This allows anyone anywhere in the world to have and share the same educational experiences.


References

Ash, K. (2011). Second life struggles to catch on with educators. Education Week. Retrieved from: http://www.edweek.org/dd/articles/2011/06/15/03secondlife.h04.html

Au, J.W. (2010, Jan 1). New year survey: How many active second life users with there be in 2010? Retrieved from: http://nwn.blogs.com/2010/01/new-year-survey.htm

Laureate Education, Inc. (2009). Disruptive technologies. [Video]. Retrieved from: http://sylvan.live.ecollege.com/ec/crs/default.learn?CourseID=5260655&Survey=1&47=5075954&ClientNodeID=984645&coursenav=1&bhcp=1

Loftus, T. (2005, Feb 25). Virtual world teaches real-world skills: Game helps people with Asperger's practice socializing. Retrieved from: http://www.msnbc.msn.com/id/7012645/ns/ health-mental_health/t/virtual-world-teaches-real-world-skills/

mobiThinking. (2011, July). Global mobile statistics 2011. Retrieved from: http://mobithinking. com/mobile-marketing-tools/latest-mobile-stats

Nuthall, K. (2008, Jan 20). US: A disruptive technology arrives. Retrieved from: http://www.universityworldnews.com/article.php?story=20080117162121373


Plunkett, L. (2010). So how many people actually play second life? Retrieved from: http://kotaku.com/5052067/so-how-many-people-actually-play-second-life


Reuters. (2007). Companies rethinking second life strategies. Fox News. Retrieved from: http://www.foxnews.com/story/0,2933,301250,00.html

Trentham, C. (2005). Second Life – Creative Expression or Just Virtual Porn? Retrieved from: http://www.gameguidesonline.com/guides/articles/second_life_article.asp
 
Wagner, M, (2010, June, 11). Second life CEO looks to the future after massive layoffs. Computer World. Retrieved from: http://blogs.computerworld.com/16303/second_life_layoffs
 
Ward, J. (2010). Learning about transistors. Retrieved from: http://semiconductormuseum. com/Museum_Index.htm
 
WebUsability. (2004).Wheeling in second life. Retrieved from: http://www.usability. com.au/resources/wheeling-vid.cfm
 
Young, J. (2011). After frustrations in second life, colleges look to new virtual worlds. The Chronicle of Higher Education. Retrieved from: http://chronicle.com.ezp.waldenulibrary .org/article/After-Frustrations-in-Second/64137/

2 comments:

  1. Scott,
    What will take over you think? There are so many possibilities. My resistance to SL has been the learning curve. As someone who is comfortable with technology, I wonder is my discomfort is one of the reasons we are not seeing SL as pervasive as it could be.
    Erica

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  2. Hi Erica,

    It may also be that it is just not in peoples mindset. Over this quarter I have asked perhaps 20 people if they use Second Life. Not one of the 20 people had even heard of SL!

    When I described it to these people most seemed to have no interest or not see a use for it. Perhaps it needs to be marketed more aggressively.

    Scott

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