Second Life (SL), is an example of a disruptive technology
because it surfaced rather quickly and took the gaming world by storm. SL allows users to create avatars, play
games, travel, and interact in real time in virtual worlds; therefore, it has
the potential to replace traditional computer games.
Second Life also has
the potential to have a major impact on distance education as well as
businesses because it provides a platform to hold virtual meetings replacing
the need to have face to face meetings.
It also provides social benefits for those who are home
bound and/or have social anxieties because it allows them to create a fully mobile
avatar that is not bound by any disability.
Although, Second Life came on the scene rather quickly, I
don’t see it going anywhere soon!