In Second Life avatars develop social relationships with one another, communicating, interacting, learning, gaming, buying, and selling virtual properties using virtual money and creating a virtual existence created and controlled by the individual. The avatar itself is an online manifestation of the real world person who has chosen to be whomever he chooses, whether male or female, tall or short, attractive or not, passive or aggressive. The reflection of the individual is usually how he perceives himself and may have nothing to do with reality. Second Life just gives the individual a stage on which he can act out his fantasies wthout a great deal of restrictions. That behaviour in itself may portend the existence of a technologically disruptive influence.
The creator of Second Life, Rosedale (2008), admits that because of perceived reflections of their other selves while in the virtual world, individuals may prefer being away from reality and immerse themselves in the virtual world which may become an unavoidable inevitability. Garvey (2010) says that dissociative behaviour may occur where individuals have "out of body" experiences and actually feel that they are someone else (the avatar) as they interact in the virtual world.
Familiar "play stations" such as Nintendo, Xbox, Wii, Game Boy, and Play Station have virtual worlds with graphics that far surpass that of Second Life at the moment, but it is conceivable that Second Life will displace these as active social networking experiences because users will not only be able to participate in these virtual worlds, but will also be able to mainipulate them as well, creating their own environments. As the Edutechtalks Blog states, "it could displace all of these virtual reality platforms, educational, training classrooms, office meeting, work collaboration areas, a streaming server, and even Skype...with comparable, in come cases, superior audio and visual 3D experiences."
The technology that may displace Second Life will make it possible to work in conjunction with emerging holistic technologies to immerse oneself on a physical level in a virtual world where everything mirrors reality. Participants will have sensory experiences in the virtual world which may cause addictions equivalent to chemical dependencies and a propensity to just live in that other world rather than deal with their own real world. The timeframe for displacement of Second Life could be anywhere from 15 to 20 years in the future.
A social benefit of Second Life is that individuals do get to socialize with strangers with whom they would not ordinarily interact. In some cases that will probably develop social skills that could be translated into real life experiences, but will they? I do see this virtual world socialization more as a negative than a positive in the development of social skills. Why bother socializing in real life when one can be whomever one wishes and boldly say and/or do whatever one wants in a virtual world.
In the case of my industries of education and business, there are a number of professional contacts that coudl be fostered to further ones career and those contacts could be subsequently developed in the real world. But I wonder if that will happen in a world where anonymity seems to reign supreme and one can falsify or exaggerate ones skills and abilities to satisfy the needs of the moment.
Garvey, G. P. (2010). Dissociation and Second Life: Pathology or transcendence?
Technoetic Arts: A journal of Speculative Research, 8(1), 101-107. doi: 10.1386/tear8.1.101/1
Jones, C. (2009). The economies of virtual worlds: Lessons for the real world.
Policy, 25(2), 27-31. asi: 43154219
Rosedale, P. (2008).
Second Life. [Video]. Retrieved from
http://www.ted.com/index.php/talks/the_inspiration_of_second_life.htmlSanchez, J. (2009). Facing realities.
Library Technology Reports, 45(2), 5-8. asi: 37251465
Second Life. (2010). Edutechtalks Blog. Retrieved from
http://edutechtalks.wordpress.com/2010/07/29/second-life/Thornberg, D. (n.d.).
Disruptive technologies. [Vodcast]. Laureate Education, Inc: Walden University