Bower and Christensen (1995), describe a disruptive innovation as an innovation that disrupts an existing market. The term is used in technology to describe innovations that improve a product or service in ways that the market does not expect. Disruptive Technologies are new technology that has a serious impact on the status quo and changes the way people have been dealing with something, perhaps for decades (Bower and Christensen, 1995).
Second Life (abbreviated as SL) is an Internet-based virtual world launched in 2003, developed by Linden Research, Inc (commonly referred to as Linden Lab), which came to international attention via mainstream news media in late 2006 and early 2007 (Sege, 2006). A downloadable client program called the Second Life Viewer enables its users, called "Residents", to interact with each other through motional avatars, providing an advanced level of a social network service. An avatar is a computer user's representation of himself/herself or alter ego whether in the form of a three-dimensional model used in computer games,or a two-dimensional icon (picture) used on Internet forums and other communities (Blackwood, 2006).
How is Second Life a disruptive technology?
I feel that Second Life is a disruptive technology in that it “…improved a product or service in ways that the market did not expect.” In our 21st century world where technology is virtual, the creation of Second Life may seem to some as the logical next step. After all, technological developments of recent years have not only simplified life, but utterly transformed it, changing the way we work, communicate, apply for jobs, entertain ourselves and even socialize.
What technology or innovation did it displace?
Second Life seemed to team with social networks and made virtual creativity a free possibility. Complete with avatars and replicas, filled with artwork, Second Life seeks to go one step beyond technology and into the treacherous world of virtual reality. In Second Life, one can enjoy most of life's pleasures – virtually, of course. Avatars can read, socialize, listen to music, go for walks, etc. Students can use Second Life for creative projects, or for study groups and library research help. Professors can stream lectures from their very own virtual classrooms in Second Life.
How many years do you think Second Life has left before another emerging technology or disruptive technology replaces it?
I think it is already here...
Technology that will replace SL = croquet
http://www.beatenetworks.com/blog/index.php?/archives/478-The-Technology-That-Will-Replace-Second-Life.html
http://www.beatenetworks.com/blog/index.php?/archives/478-The-Technology-That-Will-Replace-Second-Life.html
Croquet is a new open source software platform for creating deeply collaborative multi-user online applications. It features a network architecture that supports communication, collaboration, resource sharing, and synchronous computation among multiple users. Using Croquet, software developers can create powerful and highly collaborative multi-user 2D and 3D applications and simulations. http://atsosxdev.doit.wisc.edu/croquet2/newsroom.html
What are the social benefits of Second Life, and what might be the social implications of virtual worlds in your industry?



